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using twgl in web worker #71
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Try v4.3.0? |
Hello, I made a pull request to resolve the 'document' issue into a webWorker. |
Thanks for the PR. Unfortunately we were working in parallel so I made most of the same changes 😅 I threw together a working example http://twgljs.org/examples/offscreencanvas.html Some notes: you probably know that OffscreenCanvas is not yet released (it's behind flags) What I noticed while making this work
The short version of all of that is OffscreenCanvas is not really ready for prime time yet. As for TWGL the code related to slicing one image into a cubemap or into a 3d texture will have to be reworked at some point. I could make it work in Chrome by using the 2D offscreencanvas that's working but as pointed out above it Firefox just stops running if you even try to make an offscreen canvas. Maybe I could check for OffscreenCanvas2DRenderingContext to see if I should or shouldn't make one. I could fix the 3D slicing code to not use canvas. Will probably do that since that's WebGL2 only. Fixing the cubemap slicing code is a little problematic because it needs to work in WebGL (so can't use unpack settings) and it needs to use canvas for Safari and Edge so can't just switch the code to ImageBitmap slices. Also ImageBitmap slices are async. That probably doesn't matter but it would be a change to how twgl behaves for twgl.setTextureFromElement |
Ok no problem for me, it works. I remove my PR. |
Hello, with OffscreenCanvas which is experimental technology permits to use webGL2 in a web Worker. Nevertheless in twgl there is references to window object that doesn't exist in web worker, see here, here and here. Is it possible to change it?
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