[Public WebGL] OT: exception handling

Gregg Tavares (勤) [email protected]
Fri Apr 6 10:31:47 PDT 2012

On Fri, Apr 6, 2012 at 9:59 AM, Brandon Jones <[email protected]> wrote:

> What would be beneficial is to have a few high-profile apps/demos updated
> to handle context loss and have the authors blog about the process.

Oh what? Someone did that.
http://www.khronos.org/webgl/wiki/HandlingContextLost ;-)

> It's been something that's been bugging me for a while, so I'd be happy to
> give it a try with the Quake 3 demo. It would be nice to see someone talk
> about context loss recovery with a Three.js/other framework app as well,
> since that's what most WebGL content currently consists of. I think working
> it into some of the LearningWebGL tutorials would also go a long ways,
> since that's where a lot of new developers are directed to start.
> I'm totally with Florian in saying that context loss is a terrible,
> horrible thing to push onto developers, but as long as we're stuck with it
> we may as well try and make sure that the issue has high visibility (which
> it does not right now).
> --Brandon
> On Fri, Apr 6, 2012 at 9:44 AM, Florian Bösch <[email protected]> wrote:
>> On Fri, Apr 6, 2012 at 6:39 PM, Gregg Tavares (勤) <[email protected]>wrote:
>>> Every DirectX app from DirectX1 through DirectX9 handled this. There's
>>> lots of precedent for dealing with this.
>> Alright, maybe it's a documentation/tutorial/example problem then. I'd
>> call for some topic page somewhere that collects a series of working
>> applications that deal with this. Starting with a hello world, and ending
>> somewhere at the level of angry birds and webgl quake. My personal theory
>> is, with JS/WebGL anybody's gonna hit a stonewall at about tutorial #3 or
>> #4, and I know I'm not qualified to write them, because from where I'm
>> sitting, the complexity and difficulty so quickly explodes, I don't believe
>> in it. But I'd love to be proven wrong for good.
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