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[Public WebGL] Error catching with getBufferSubData
Something I noticed today while working on Chrome's implementation of this function. The implied underlying call to glMapBufferRange may return a NULL pointer if the call fails for some reason. This provides a way to do efficient error handling. The WebGL function, however, passes in an ArrayBuffer to be populated and returns nothing, which means the only way to communicate a failure is via getError. It's poor API design to require getError calls after an otherwise valid API call just to ensure it worked.
I propose we update the spec to have getBufferSubData return a GLboolean or similar to indicate whether or not the mapping succeeded. That way getError calls can be avoided unless we know the mapping failed. Any concerns with this approach?