In classical OpenGL application, after we finish to render a frame, we are usually calling a non-gl method to "flip" the window buffer to our current frame.
But i don't see anything about that in WebGL. How does it work?
WebGL is a graphics application programming interface (API) created for use in web applications. It is based off the open graphics language (OpenGL) embedded standard (ES). WebGL is used by developers to provide a platform-independent means of creating interactive graphical applications on the web.
WebGL (Web Graphics Library) is a JavaScript API for rendering high-performance interactive 3D and 2D graphics within any compatible web browser without the use of plug-ins. WebGL does so by introducing an API that closely conforms to OpenGL ES 2.0 that can be used in HTML5 <canvas> elements.
WebGL is always back buffered, and the browser pushes the current contents of the back buffer to the front buffer whenever you exit back into the event loop.
So you can perform as many draw commands as you want without fear of showing partial results to the user. When you exit the event loop WebGL will present your changes and clear then backbuffer.
If you want you can also act as if you have a single buffer, performing partial updates as and when appropriate actions prompt them by passing preserveDrawingBuffer: true when creating the WebGL context as in
gl = somecanvas.getContext("webgl", {preserveDrawingBuffer: true});
Here's 2 examples, one without preserveDrawingBuffer and one with
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