Hi, this is not really a feature request, more a thought in progress. I think the current way to initialize a WebGL context via glut, EGL or SDL is the right way for most code bases since it allows easy porting of existing code. BUT both glutCreateWindow and EGL do little more then calling Browser.createContext (haven't looked at the SDL wrapper yet), but each wrapper comes with overhead (for instance, EGL has code which emulates the EGL setup calls, even though most of this stuff isn't even used/needed, and GLUT also initializes input event listening code).
I was wondering whether it would make sense to have a minimalistic C interface to Browser.createContext which would only allow to configure the webGLContextAttributes (maybe emscripten_canvas_create_context()?). Also, the html5.h functionality goes a little bit into that direction to offer emscripten-specific functionality with as little overhead as possible. My "usage scenario" is this: I want to create an absolutely minimalistic 3D engine which really tries reduce client size as much as possible, for input handling I will use the new html5.h functions, but for display setup/management I still need to use either glut or EGL, both solutions have drawbacks (glut has its own input handling, EGL doesn't allow yet to configure some WebGL context attributes, and has some JS size overhead for EGL functionality that isn't really needed in a WebGL environment). So... thoughts? As I said, the current solutions work just fine, but each has some drawbacks/overhead, and I always found the emscripten_xxx API functions very enjoyable to work with. Cheers, -Floh. -- You received this message because you are subscribed to the Google Groups "emscripten-discuss" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/d/optout.
