[Public WebGL] OT: exception handling
Fri Apr 6 11:12:26 PDT 2012
That's a great resource and a great start but if we really want the issue
to gain traction among devs you have to get high profile people to make
some noise about it and you need it to be easy to find samples that handle
it correctly. If the only way to learn about context loss is to go
searching for context loss nobody will ever pick up on it. If they see
context loss handling in every example packaged with Three.js, though...
On Fri, Apr 6, 2012 at 6:31 PM, Gregg Tavares (勤) <[email protected]> wrote:
> 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).
>> 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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