
Originally Posted by
hlewin
One big problem with client-side arrays in their current form is that their overall-size is unknown to the GL-implementation. One can easily cause access-violations using them, or - even worse - just pull data from random memory locations without anything special happening immediately because there is no possibility of bounds-checking (Not to say that GL-implementations should check the buffer-bounds). So, especially for embedded devices, it was the right decision not to support them imho as the principle requirement of a gl-call never to crash the program but to return with an error in the case of bad operation-parameters may not be possible to achieve if they are in use - this goes a little beyond my knowledge of different architectures. For WebGL the security holes that would potentially be introduced with them are dramatically - who knows what data would follow in memory after some typed-array in JavaScript ...