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Re: [Public WebGL] writing to OES_texture_float
- To: Daniel Koch <daniel@transgaming.com>
- Subject: Re: [Public WebGL] writing to OES_texture_float
- From: "Mo, Zhenyao" <zhenyao@gmail.com>
- Date: Fri, 17 Dec 2010 10:25:26 -0800
- Cc: Evgeny Demidov <demidov@ipm.sci-nnov.ru>, public_webgl@khronos.org
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On Thu, Dec 16, 2010 at 6:39 AM, Daniel Koch <daniel@transgaming.com> wrote:
> OES_texture_float doesn't actually define the ability to render to floating
> point textures. We do happen to support that in ANGLE, but it is not a
> portable behaviour (and will almost certainly not work on true ES devices).
> LUMINANCE_ALPHA textures are also not renderable in ES 2.0 (and are not in
> ANGLE). May desktop GL implementations made them renderable before RG
> textures were introduced, but that was more of a silent extension, not a
> requirement. You should be able to check this via a framebuffer
> completeness test.
I scanned through ES 2.0 spec and found no text discussing
color-renderable formats for textures. I could only find such
information for renderbuffers.
Could anyone point to me the section?
Thanks a lot!
Mo
> Hope this helps,
> Daniel
>
> On 2010-12-16, at 7:51 AM, Evgeny Demidov wrote:
>
> one can write into the RGBA OES_texture_float (good news)
> http://www.ibiblio.org/e-notes/webgl/barkley_ext.html
> (OpenGL/ANGLE score is about 170/60)
> but I failed to write into the LUMINANCE_ALPHA texture (is it RG in OpenGL
> 3.3 ?)
> http://www.ibiblio.org/e-notes/webgl/barkley_e2.html
> I tried both
> out vec2 FragColor;
> ...
> FragColor = vec2(unew, vnew );
> and
> gl_FragColor = vec4(unew, unew, unew, vnew );
> Couldn't Kenneth Russell look the last script (near the commented lines)?
>
> Evgeny
>
> ---
> Daniel Koch -+- daniel@transgaming.com
> Senior Graphics Architect -+- TransGaming Inc. -+- www.transgaming.com
>
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