On Sep 10, 2012, at 1:03 PM, Rick Waldron <[email protected]> wrote:

> 
> 
> 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?


I'm not sure if this is getting slightly off topic. Maybe you could make that 
proposal to the WebGL working group?

Dean


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