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Re: [Public WebGL] Adding internalformat param to all texImage2d variants
On May 19, 2010, at 9:00 AM, Cedric Vivier wrote:
> On Wed, May 19, 2010 at 17:00, Tim Johansson <email@example.com> wrote:
>> I suspect it might take some time to specify the behavior in a way that does
>> not introduce incompatibilities, if we are not prepared to take the time to
>> do so I think it would be better to just stick to what we have.
> Actually the helpers we have now neither define which internal format
> is used when given DOM element source format is RGB without alpha or
> has only two channels (eg. PNG type 4) ... at best the spec somehow
> implies that everything is converted (and stored) to RGBA by
> Imho this is a problem in both lack of specification and inefficient
> texture memory usage by WebGL (just saving RGB DOM images with RGB
> internal format gives 25% texture memory savings for free, a saving
> quite significant on limited texture memory/bandwidth devices).
> I do not think there is much incompatibilities issues if we define
> conversions according to simple conversion rules directly in relation
> with those defined in ES table 3.12 and GL spec table 3.20/23, which
> is how the data will be accessed from the shaders (samplers always
> return RGBA regardless the internal format used).
> The only case I can see where inconsistency could happen is with a
> shader accessing G or B components from a texture loaded with NONE
> from a L or LA DOM source format and WebGL does a conversion _whereas_
> it is running on top of Direct3D : in that case, the default value for
> G and B components in the shader will be 1.0 instead of 0 as in OpenGL
> (see ARB_texture_rg issue 5 and D3DFORMAT).
> If that is considered an important issue, we could define that NONE
> should only replace internalformat with RGB or RGBA for now, which is
> fine for most usages imho and still automatically provides nice 25%
> texture memory savings for many DOM images (some PNGs, all JPEGs).
> Here is a proposal for a section defining conversions performed by
> WebGL helpers when loading a DOM element into a WebGLTexture :
Nice chart, but I disagree that we should use the red channel for luminance. In all cases I believe doing the standard RGB -> Luminance conversion should be done.
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