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
