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Re: [Public WebGL] enabling POINT_SMOOTH symbol?



Indeed, Firefox/Minefield trunk should already be rejecting such enums -- so switching to point sprites is the best thing to do here.  Won't help with floating point textures, though. (Sorry Dan!)

    - Vlad


----- Original Message -----
> Once we bring implementation to full WebGL spec comformance, any
> illegal enums (i.e., those desktop GL enums that are not supported by
> GLES2) will generate an error instead of passing them down to the
> underlying desktop GL drivers.
> 
> - mo
> 
> 
> On Tue, Jul 13, 2010 at 7:47 PM, Dan Lecocq < dan.lecocq@kaust.edu.sa
> > wrote:
> 
> 
> Hi Andor,
> 
> 
> As far as I know, most/all WebGL functions are just wrappers giving
> you access to the hardware, and some features may or may not be
> advertised (as in, constants not defined). If you're sure that they
> are available on a particular graphics card, you can probably just
> plug in the constant in place of the symbol.
> 
> 
> So, instead of trying to get gl.POINT_SMOOTH, you could supply 0x0B10,
> which seems to be the constant GL_POINT_SMOOTH is set to. This sort of
> approach worked for me with floating-point textures in WebGL, but with
> points, I'm not sure that points are supported in the OpenGL ES 2.0
> spec. Again, though, you might have luck by using the constant for
> GL_POINTS when calling gl.drawElements.
> 
> 
> Cheers,
> Dan
> 
> 
> 
> 
> 
> On Tue, Jul 13, 2010 at 10:34 PM, Andor Salga <
> asalga@learn.senecac.on.ca > wrote:
> 
> 
> Hi,
> I'm working on Processing.js, a JavaScript port of Processing. One
> feature Processing has which we'd like to support is point smoothing.
> Is there any chance we could get the POINT_SMOOTH symbol into the
> specification? Is there any leeway for adding non-OpenGL ES 2.0
> symbols?
> 
> Thank you,
> Andor
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