2012/11/8 Henri Sivonen <hsivo...@iki.fi>:
> On Wed, Nov 7, 2012 at 8:11 PM, Benoit Jacob <jacob.benoi...@gmail.com> wrote:
>> My concrete example is WebGL extensions. These go through 4 stages:
>>  1. "proposal": no browser must implement it.
>>  2. "draft": implementations must use a vendor prefix.
>
> I think stage 2 is a bug to the extent stage 2 reaches the release channel.

However, it is not a bug that get to fix by ourselves: moving to stage
3 requires WG approval.

>
>>  3. "community approved": implementation without prefix is allowed.
>>  4. "official": same as 3. as far as the present discussion is concerned.
>>
>> See http://www.khronos.org/registry/webgl/extensions/
>>
>> My point is that if we apply a strict no-prefixes policy to WebGL
>> extensions, we are going to have to remove support for all WebGL draft
>> extensions.
>
> No. There’s the alternative of shipping those features without prefix.

That requires moving to stage 3. Requires WG approval.

>
>> Currently this includes all WebGL compressed texture
>> formats as well as depth textures. No compressed textures means no
>> advanced games.
>
> If it’s something we’d evangelize Web developers to use, I think we
> should ship the feature without prefix and then not break the advanced
> games that started using the feature. After all, it would be bad to
> lure advanced games into using a feature we’ll break later!

That's a theoretical problem only so far: in practive, since the
un-prefixed extension generally behaves exactly like the prefixed one,
websites have been good at trying getting both and using whatever they
get.

>
>>  but the above describes what we have agreed on in the
>> WebGL WG.
>
> I think we shouldn’t agree to WG policies that involve shipping to the
> release channel with prefix.

We have to find common ground with other browser vendors. Do feel free
to join the WG mailing list (public_webgl@khronos) and try to convince
everyone, though you may want to check the archives first.

> However, it is considered important that we not reneg on a promise
> already made in the WebGL WG, I would rather exclude WebGL from what I
> proposed than keep proliferating prefixes in other APIs. Fortunately,
> as far as I know, for the vast majority of APIs (everything except
> WebGL and CSSOM) there is no promise made in a WG.

I agree that excluding WebGL from the scope of this discussion is the
most likely useful course of action.

Benoit

>
> --
> Henri Sivonen
> hsivo...@iki.fi
> http://hsivonen.iki.fi/
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