Reputation: 1653
Why no need for swap-buffers or glFinish?
<!DOCTYPE html>
<html>
<head>
<title>Game v.0.0</title>
<script>
var gl = null;
function startGame()
{ { var canvas = document.getElementById('gameCanvas');
var glNames = ["webgl", "experimental-webgl", "webkit-3d", "moz-webgl"];
for (var glNameI = 0; glNameI < glNames.length; ++glNameI)
try
{ gl = canvas.getContext(glNames[glNameI]);
if (gl) break;
}
catch(e)
{}
if(!gl)
{ canvas.outerHTML = "<a>WebGL NOT SUPPORTED? :(</a>";
return;
}
}
window.onkeydown = function(ev)
{ switch(ev.keyCode)
{
case 49:// 1 key
gl.clearColor(0.3,0.7,0.2,1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
break;
case 50:// 2 key
gl.clearColor(0.3,0.2,0.7,1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
break;
}
};
}
</script>
<style type="text/css">
canvas {border: 2px dotted blue;}
</style>
</head>
<body onload="startGame()">
<div><canvas id="gameCanvas" width="640" height="480"></canvas></div>
</body>
</html>
Upvotes: 1
Views: 2053
Reputation:
Because that's the way WebGL works.
WebGL swaps/copies automatically. Anytime you do anything that effects the WebGL drawingBuffer (think "backbuffer) it gets marked to swap/copy. The next time the browser composites the web page it will do either a swap or a copy. You can tell it to always copy. You can not tell it to always swap
Specifically, creating the WebGL context with {preserveDrawingBuffer: true}
as in
gl = someCanvas.getContext("webgl", {preserveDrawingBuffer: true});
Tells WebGL you always want it to do a copy.
The default is WebGL chooses swap or copy depending on various factors. For example if anti-aliasing is on it's always effectively a copy (a resolve) where as if anti-aliasing is off it might be a swap. Also, in this default case, when preserveDrawingBuffer
is false after it does a copy or swap it will clear the backbuffer. This is to try to make it appear consistent regardless of whether it chooses to copy or swap.
If preserveDrawingBuffer
= true then it never clears the backbuffer.
If you want to do a bunch of work over multiple JavaScript events and not let the user see the results until all your work is done you'll need to render to a framebuffer with an attached texture or renderbuffer and then when all your work is done render than attachment to the canvas (the backbuffer).
as for gl.finish
that's a no-op in WebGL. It has no point.
Upvotes: 8