This has been discussed before in different scenarios. I am very much in
favor, I'll see about adding that in html5.h when I have a moment. Marked
down https://github.com/kripken/emscripten/issues/2559.


2014-07-22 16:35 GMT+03:00 Floh <[email protected]>:

> 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.
>
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