On Mon, Sep 10, 2012 at 3:56 PM, Tobie Langel <[email protected]>wrote:
> > 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* > Has anyone considered a single global WebGL object with all of those constructors defined as properties? Rick > > --tobie >
