> This is actually what we could do now. We could hide 
> window.WebGLRenderingContext
> when we can't create one. But then we'd have to hide all these too:
>
>        attribute [Conditional=WEBGL] WebGLActiveInfoConstructor 
> WebGLActiveInfo;
>        attribute [Conditional=WEBGL] WebGLBufferConstructor WebGLBuffer;
>        attribute [Conditional=WEBGL] WebGLFramebufferConstructor 
> WebGLFramebuffer;
>        attribute [Conditional=WEBGL] WebGLProgramConstructor WebGLProgram;
>        attribute [Conditional=WEBGL] WebGLRenderbufferConstructor 
> WebGLRenderbuffer;
>        attribute [Conditional=WEBGL] WebGLRenderingContextConstructor 
> WebGLRenderingContext;
>        attribute [Conditional=WEBGL] WebGLShaderConstructor WebGLShader;
>        attribute [Conditional=WEBGL] WebGLShaderPrecisionFormatConstructor 
> WebGLShaderPrecisionFormat;
>        attribute [Conditional=WEBGL] WebGLTextureConstructor WebGLTexture;
>        attribute [Conditional=WEBGL] WebGLUniformLocationConstructor 
> WebGLUniformLocation;

Oh my.  All of these are globals!? *Sigh*

--tobie

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