- From: Kenneth Russell <kbr@google.com>
- Date: Thu, 17 Oct 2013 14:03:48 -0700
- To: "Robert O'Callahan" <robert@ocallahan.org>
- Cc: "whatwg@whatwg.org" <whatwg@whatwg.org>, Rik Cabanier <cabanier@gmail.com>
On Wed, Oct 16, 2013 at 10:26 PM, Robert O'Callahan <robert@ocallahan.org> wrote: > On Thu, Oct 17, 2013 at 3:34 PM, Rik Cabanier <cabanier@gmail.com> wrote: > >> The tasks themselves can also launch synchronized/unsynchronized subtasks >> with promises. A task is considered "done" if it exits and all its promises >> are fulfilled. >> > > It seems that tasks are like workers, but different, and you'd have to do a > lot of extra work to precisely define the execution environment of the task > script. > > It also seems that you have to precisely define how different tasks > interact. For example is the current path left in the canvas by task 1 > usable by the code in task 2? You also have to define how this works in > WebGL. > > I don't think this supports a worker/task generating a steady stream of > frames, e.g. for a 3D game. Does it? > > I'm not all that enthusiastic :-) Sorry, neither am I. OpenGL (and WebGL) applications do a lot of one-time setup, and then repeatedly redraw using the previously uploaded objects. This "stateless" drawing model isn't compatible with that structure. -Ken
Received on Thursday, 17 October 2013 21:04:13 UTC