[Public WebGL] WebGL back buffer contents
Wed Jan 27 09:35:44 PST 2010
On 2010-01-27 18:22, Gregg Tavares wrote:
> On Wed, Jan 27, 2010 at 12:28 AM, Tim Johansson <[email protected]
> <mailto:[email protected]>> wrote:
> On 2010-01-27 01:45, Chris Marrin wrote:
> On Jan 26, 2010, at 3:37 PM, Oliver Hunt wrote:
> On Jan 26, 2010, at 3:28 PM, Chris Marrin wrote:
> On Jan 26, 2010, at 10:00 AM, Vangelis Kokkevis wrote:
> I think we should settle on having the contents of
> the WebGL drawing
> buffer be persistent, like the 2D context. Having
> a completely new
> back buffer potentially swapped in unexpectedly
> will be too surprising
> to the programmer.
> I like that idea although I'm not sure how we
> would handle resizing of drawing surface. What's
> the expectation then?
> Here is what the Canvas element says:
> When the canvas element is created, and
> subsequently whenever the width and height attributes are
> set (whether to a new value or to the previous
> value), the bitmap and any associated contexts must
> be cleared back to their initial state and
> reinitialized with the newly specified coordinate space
> When the canvas is initialized, its bitmap must
> be cleared to transparent black.
> That seems like an appropriate definition for us.
> My only concern with this exact definition is that the 2d
> canvas is completely reset - all state is clobbered,
> applying the same logic to webgl would imply that all
> shaders, etc would be unloaded as well, which seems a
> little extreme.
> Yeah, I didn't fully read the "and any associated contexts"
> part. I think that in the past we agreed that we should not
> even mess with the viewport coordinates on a size change. So
> perhaps better wording would be:
> When the canvas element is created, and subsequently
> whenever the width and height attributes are
> set (whether to a new value or to the previous value),
> the bitmap must be cleared to transparent black.
> Furthermore upon creation of the context its initial
> state shall be as described in the OpenGL ES 2.0
> specification [GLES20].
> Setting the width and height attributes after
> initialization shall not change the context state.
> I thought we said we should change the viewport when resizing, or
> maybe that changed later and I missed it?
> I think it would be less confusing, at least in the most common
> case, if the viewport did change on resize.
> Setting the viewport automatically could cause problems.
> Here's one example.
> --psuedo code-
> // Set to render to a render target
> // Set the viewport to match the render target
> gl.Viewport(/* rendertarget dimensions */)
> // Change the dimensions of the canvas
> canvas.width = new_width;
> canvas.height = new_height;
> // Render something to render target.
> // The user should not expect the viewport setting to have changed
> Just to clarify. There are 2 dimensions to a canvas
> canvas.width and canvas.height set the dimensions of the back buffer.
> These can only be set by code.
> canvas.style.width and canvas.style.height set the dimensions to
> display. These can change without code by setting them to percentages.
> There is no case where the browser is going automatically to change
> the back buffer dimensions. Only user code can do that and so user
> code can set the viewport.
Yes, I am aware of that. That also means that the viewport would never
change without the script resizing the canvas though, and if the script
is doing something special (such as rendering to an fbo) it can handle
that before or after causing the resize.
Rendering directly to the canvas is probably the most common case, and
having that "just work" without special handling would IMO be better and
probably cause less confusion in total. As long as it is documented that
the viewport will change on resize I don't think it will be such a big
problem. The 2d context clears all state on a resize and that has not
cause so much problem.
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