On Aug 3, 2010, at 3:41 PM, Ian Hickson wrote:
On Tue, 3 Aug 2010, Chris Marrin wrote:
On Aug 2, 2010, at 3:16 PM, Ian Hickson wrote:
On Thu, 29 Apr 2010, Vladimir Vukicevic wrote:
A while ago questions came up in the WebGL WG about using a canvas
with multiple rendering contexts, and
On Aug 2, 2010, at 3:16 PM, Ian Hickson wrote:
On Thu, 29 Apr 2010, Vladimir Vukicevic wrote:
A while ago questions came up in the WebGL WG about using a canvas with
multiple rendering contexts, and synchronization issues that arise
there. Here's our suggested change to getContext.
On Aug 3, 2010, at 3:15 PM, Chris Marrin wrote:
On Aug 2, 2010, at 3:16 PM, Ian Hickson wrote:
On Thu, 29 Apr 2010, Vladimir Vukicevic wrote:
A while ago questions came up in the WebGL WG about using a canvas with
multiple rendering contexts, and synchronization issues that arise
On Tue, 3 Aug 2010, Chris Marrin wrote:
On Aug 2, 2010, at 3:16 PM, Ian Hickson wrote:
On Thu, 29 Apr 2010, Vladimir Vukicevic wrote:
A while ago questions came up in the WebGL WG about using a canvas
with multiple rendering contexts, and synchronization issues that
arise there.
On Thu, 29 Apr 2010, Vladimir Vukicevic wrote:
A while ago questions came up in the WebGL WG about using a canvas with
multiple rendering contexts, and synchronization issues that arise
there. Here's our suggested change to getContext.
This seems overly complex. I've gone for a somewhat
Hey folks,
A while ago questions came up in the WebGL WG about using a canvas with
multiple rendering contexts, and synchronization issues that arise
there. Here's our suggested change to getContext. It essentially
allows for multiple contexts but adds no synchronization primitives
other