On 5/6/14, 12:03 PM, Benoit Jacob wrote:
Indeed, the alternative to doing WebGL2
is to expose the same functionality as a collection of WebGL 1 extensions

I think Anne's question, if I understood it right, is why this requires a new context ID.

I assume the argument is that if you ask for the WebGL2 context id and get something back that guarantees that all the new methods are implemented. But one could do something similar via implementations simply guaranteeing that if you ask for the WebGL context ID and get back an object and it has any of the new methods on it, then they're all present and work.

Are there other reasons there's a separate context id for WebGL2?

-Boris
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