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Re: [Public WebGL] using the same context with multiple canvases

A few example uses of the the proposed API would help. Far as I understand this proposal an offscreen canvas is used to obtain a context and then you can transfer whatever is in the offscreen canvas to another canvas (either all on the main thread or from a worker).

I'm not quite clear how it should work to define several backing stores with different settings for antialias, stencil, depth and size that serve as the target to render into. It seems to me that you're pretty much frozen into whatever you setup the offscreen canvas to be.

On Tue, Jun 30, 2015 at 8:32 PM, Kenneth Russell <kbr@google.com> wrote:
I also agree that this is an important use case and that the upgrade
to WebGL 2.0 is an excellent opportunity to address it. Apologies for
not being more vocal on the topic, but am pretty swamped. The API
proposal at https://wiki.whatwg.org/wiki/OffscreenCanvas should
hopefully address this use case and a couple of others, and isn't tied
directly to the WebGL API. Feedback on the proposal would be
appreciated. I have some outstanding work to do on it including
putting together example code. Firefox is prototyping some of the API
in https://bugzilla.mozilla.org/show_bug.cgi?id=709490 , and the
Chrome team intends to start a prototype soon.

On Tue, Jun 30, 2015 at 11:26 AM, Dean Jackson <dino@apple.com> wrote:
> I agree this is an important use case, and that we should address it now.
> The most obvious example would be a dashboard application of some sort with
> lots of little widgets - having a separate context for each widget is
> unreasonable and wasteful.
> Dean
> On 30 Jun 2015, at 7:51 PM, Florian Bösch <pyalot@gmail.com> wrote:
> I believe that an excellent opportunity to address this issue conclusively
> is being wasted by not incorporating appropriate APIs into WebGL2.
> On Wed, Jun 24, 2015 at 4:30 PM, Florian Bösch <pyalot@gmail.com> wrote:
>> Rendering to multiple canvases from one WebGL context is still an unsolved
>> problem.