- From: Tobie Langel <tobie.langel@gmail.com>
- Date: Tue, 11 Sep 2012 01:09:21 +0200
- To: Glenn Maynard <glenn@zewt.org>
- Cc: "whatwg@lists.whatwg.org" <whatwg@lists.whatwg.org>, Cameron McCormack <cam@mcc.id.au>, Dean Jackson <dino@apple.com>, Ashley Gullen <ashley@scirra.com>
On Tue, Sep 11, 2012 at 12:52 AM, Glenn Maynard <glenn@zewt.org> wrote: > On Mon, Sep 10, 2012 at 5:39 PM, Tobie Langel <tobie.langel@gmail.com> > wrote: >> >> > It's too late; WebGL is a shipping, widely-used API. (This isn't a >> > WebGL >> > problem, either; it's just doing what every other API on the platform >> > does. >> > I don't think WebIDL even has a mechanism to put interfaces inside >> > other >> > objects.) >> >> Really? Wouldn't this do the trick: >> >> interface WebGLActiveInfo { >> readonly attribute GLint size; >> readonly attribute GLenum type; >> readonly attribute DOMString name; >> }; >> >> interface WebGLGlobal { >> attribute WebGLActiveInfo activeInfo; >> }; >> >> partial interface Window { >> attribute WebGLGlobal WebGL; >> }; > > > This is just creating a global object "WebGL" containing an object using the > WebGLActiveInfo interface. It's not moving the WebGLActiveInfo interface > itself into an object. It sounds like you want something like > > interface WebGL { > interface WebGLActiveInfo { > ... > } > } > > interface WebGLRenderingContext { > WebGL.WebGLActiveInfo? getActiveAttrib(WebGLProgram? program, GLuint > index); > } No. It sounds like I should be fast asleep instead of making a fool of myself and wasting everybody's time. Sorry folks. --tobie
Received on Monday, 10 September 2012 23:09:47 UTC