[Public WebGL] using the same context with multiple canvases
Mon Mar 23 13:29:58 PDT 2015
The workaround I came up with was a canvas wrapper which migrates the real
canvas and its GL context at render time. The canvases which are not
rendering show static stand-in canvas with a copy of the image which was
This approach works great if you only update one canvas at a time. Rendering
to multiple canvases simultaneously causes expensive canvas migrations
(copying image data).
On Mon, Mar 23, 2015 at 11:04 AM Mitchell Williams <[email protected]>
> If I understand the issue, it sure would be nice if this worked.
> I tried to render the scene from a camera to another window (such as when
> 3DS Max can view a scene in perspective view, and that scene contains a
> camera which we can see the scene from the camera's view in another window).
> As an alternative, I rendered the scene as a texture map, but all
> contained within a single canvas.
> This would be nice to render a scene to multiple canvases.
> On Mon, Mar 23, 2015 at 12:06 AM, Florian Bösch <[email protected]> wrote:
>> The topic of how to draw to multiple canvases from a single context (from
>> either the JS main thread or a worker) has not yet been resolved (correct
>> me if I'm wrong).
>> A possible resolution seems to be the canvas.setContext method. However,
>> this seems to to be under specified, as just having a WebGL context is not
>> sufficient, you also need a drawing buffer which carries attributes such as
>> stencil, depth, bit-depth, MSAA, etc., and the WebGL 2 specification
>> doesn't seem to contain anything about how to create either a WebGL 2
>> context or a drawing buffer on its own (It just specifies that a getContext
>> call needs to do both).
>> Regardless of specification status or respective completeness, no
>> implementation of setContext is available, let alone anything to create
>> WebGL contexts and drawing buffers on their own to be used.
>> I'll posit that this isn't an acceptable situation. I'll reiterate that
>> quite frequently applications that do provide any kind of UI (like
>> sketchfab, verold, goo, fabric) need to put WebGL driven content into many
>> places inside that UI that isn't a single viewport. That content might find
>> itself CSS transformed, composited, scrolled in/out of view, inside an
>> overflow: scroll container, sandwiched between html elements etc. And that
>> content might need to be updated at each animation frame.
>> I'm frankly mystified why a topic we've been talking about for well over
>> 3 years and have been promised specifications/solutions for, that is widely
>> recognized as an important issue to solve, is nearly unspecified and
>> completely unsolved.
> Mitch Williams
> Check out my book "*WebGL Hotshot*" available at:
> 310-809-4836 (outside line)
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