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Re: [Public WebGL] copyTexImage2D and copyTexSubImage2D
- To: "Gregg Tavares (wrk)" <gman@google.com>
- Subject: Re: [Public WebGL] copyTexImage2D and copyTexSubImage2D
- From: "Mo, Zhenyao" <zhenyao@gmail.com>
- Date: Thu, 23 Dec 2010 14:23:09 -0800
- Cc: public webgl <public_webgl@khronos.org>
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Ok, but that doesn't cover the case for copyTexSubImage2D. We can
initialize undefined pixels to 0 or make sure they stay untouched. I
am fine with either, but I think we should specify one so we could
test against it. Otherwise there is no way to write a test.
On Thu, Dec 23, 2010 at 2:18 PM, Gregg Tavares (wrk) <gman@google.com> wrote:
> This is mostly already speced.
>
> Section 4.1
> "WebGL resources such as textures and vertex buffer objects (VBOs) must
> always contain initialized data, even if they were created without initial
> user data values"
>
>
>
> On Thu, Dec 23, 2010 at 9:58 AM, Mo, Zhenyao <zhenyao@gmail.com> wrote:
>>
>> In WebGL spec, we say "For any pixel lying outside the frame buffer,
>> the value read contains 0 in all channels" for readPixels. Shouldn't
>> we say the same thing for copyTexImage2D?
>>
>> As in the case of copyTexSubImage2D, pixels outside the frame buffer
>> could be cleared to 0, or could be untouched. The latter would be
>> more efficient. However, whatever way we decide, it should be made
>> explicit, so we could have conformance test against it. "Undefined"
>> is unacceptable for security reasons.
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