Hi >> >> [1] «WebGL 2 is backwards compatible with WebGL 1: existing content will >> run in WebGL 2 without modification. To access the new behavior provided >> in this specification, the content explicitly requests a new context» > > It seems I missed something. > > However, I cannot find where it justifies having a mode switch. If the > API is backwards compatible, there should be no need for a mode > switch. We've learned twice now that mode switches are a source of > pain (quirks mode, "use strict"). It looks like we're about to learn > it a third time, unless I'm missing even more.
I think Khronos made a bad experience with backwards compatible APIs during OpenGL's history. They maintained a compatible API for OpenGL for ~15 years until it was huge and crufty. Mode switches are their solution to the problem. Best regards Thomas _______________________________________________ dev-platform mailing list [email protected] https://lists.mozilla.org/listinfo/dev-platform

