- From: Glenn Maynard <glenn@zewt.org>
- Date: Sun, 20 Oct 2013 09:11:13 -0500
- To: "Robert O'Callahan" <robert@ocallahan.org>
- Cc: "whatwg@whatwg.org" <whatwg@whatwg.org>, Rik Cabanier <cabanier@gmail.com>
On Sun, Oct 20, 2013 at 2:22 AM, Robert O'Callahan <robert@ocallahan.org>wrote: > > On Fri, Oct 18, 2013 at 3:10 PM, Glenn Maynard <glenn@zewt.org> wrote: >> >> Also, with the "transferToImageBuffer" approach, if you want to render >> >> from a worker into multiple canvases in the UI thread, you have to post >> >> those ImageBuffers over to the main thread each frame, which has the >> same >> >> (potential) synchronization issues as the transferDrawingBufferToCanvas >> >> proposal. >> > I'm confused here. You said "if you want to render from a worker into > multiple canvases in the UI thread", which I took to mean that you wanted > to synchronize canvas updates from workers with DOM changes made by the UI > thread. But now you're saying you don't want to do that. So I don't know > what you meant. > This has nothing to do with synchronizing to DOM updates. The point is to be able to render from a single WebGL context to multiple canvanses, without having to create multiple WebGL contexts and upload a second copy of textures, vertex programs, etc. into it, which is very expensive. Doing that efficiently and asynchronously is what this is trying to solve. (The particular problem I pointed out is specific to doing that from Workers with canvases in the UI thread, but the goal itself is not.) -- Glenn Maynard
Received on Sunday, 20 October 2013 14:11:40 UTC