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Re: [Public WebGL] using the same context with multiple canvases
The workaround I came up with was a canvas wrapper which migrates the real canvas and its GL context at render time. The canvases which are not rendering show static stand-in canvas with a copy of the image which was last rendered.
This approach works great if you only update one canvas at a time. Rendering to multiple canvases simultaneously causes expensive canvas migrations (copying image data).
On Mon, Mar 23, 2015 at 11:04 AM Mitchell Williams <email@example.com
If I understand the issue, it sure would be nice if this worked.
I tried to render the scene from a camera to another window (such as when 3DS Max can view a scene in perspective view, and that scene contains a camera which we can see the scene from the camera's view in another window).
As an alternative, I rendered the scene as a texture map, but all contained within a single canvas.
This would be nice to render a scene to multiple canvases.