The crux of the issue here seems to be whether we want WebGL to be more like OpenGL or more like the web. Each approach carries an impedence mismatch with a large class of content. So it kind of boils down to whether we're more trying to lure OpenGL developers to the web or lure web developers to 3D.
>From what I understand of our goals and strategy, I think it's probably the former, especially when you through emscripten and asm.js into the mix. But I'll defer to others on that. bholley On Tue, May 6, 2014 at 4:30 PM, Ehsan Akhgari <ehsan.akhg...@gmail.com>wrote: > On 2014-05-06, 6:41 PM, Jonas Sicking wrote: > >> That's why if we just expose different features on the object returned by >>> getContext("webgl") depending on client hardware details, we will create >>> a >>> compatibility mess, unlike other Web APIs. >>> >> >> The main probably that you have is that you haven't designed the API >> as to allow authors to test if the API is available. >> >> If you had, this discussion would be moot. >> >> But since you haven't, you're now stuck having to find some other way >> of detecting if these features are implemented or not. >> > > Yeah, I think this is the core of the issue. Can we just make sure that > WebGL2 features which are not in WebGL1 are all designed so that they are > individually feature detectible? And if we do that, would there be any > other reason why we would want to define a new version of the context > object? > > Cheers, > Ehsan > > _______________________________________________ > dev-platform mailing list > dev-platform@lists.mozilla.org > https://lists.mozilla.org/listinfo/dev-platform > _______________________________________________ dev-platform mailing list dev-platform@lists.mozilla.org https://lists.mozilla.org/listinfo/dev-platform