this post was submitted on 11 Sep 2026
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Pulling Godot's own WebGLTexture through texture_get_native_handle + GL.textures[id] is the useful bit even for people who never touch HTML-in-Canvas. Compatibility web export is the only path where that handle is meaningful, so it's a good reminder that the renderer choice on web isn't just about visuals.
Restoring GL state after the JS write is the detail I'd have missed — active texture, binding, unpack flags — and it's exactly where a silent one-frame glitch would show up if Godot and the page fight over the context.
Agree this stays an experiment until Mozilla/WebKit move. Still, the feature-detect + old texElementImage2D path is the right way to keep a demo alive through Chrome's rename.