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Re: [Public WebGL] Volume Textures



If it's likely to happen, we should probably consider whether KTX files
should
support 3D textures.

  -- Steve

On 03/07/2011 03:57 PM, Kenneth Russell wrote:
> GL_OES_texture_3D seems to be unsupported on current iOS hardware,
> which means that content using that extension wouldn't be portable to
> a significant percentage of mobile devices. For this reason there
> currently is no plan to incorporate that extension into the WebGL
> registry as a "core" extension. A browser vendor would be welcome to
> add it as a vendor-specific extension.
>
> That having been said, the WebGL spec aims to track the OpenGL ES
> spec, and we anticipate a revision of the WebGL spec later this year
> which is likely to add this functionality.
>
> -Ken
>
> On Sun, Mar 6, 2011 at 2:44 PM, John Davis <jdavis@pcprogramming.com> wrote:
>   
>> Correct, but trilinear filtering in hardware is typically faster, and
>> doesn't increase the instruction count.  Not to mention, it's also much
>> easier to have trilinear filtering that just works rather than implementing
>> it with 2D.
>>
>> On Sun, Mar 6, 2011 at 3:16 PM, Thatcher Ulrich <tu@tulrich.com> wrote:
>>     
>>> It doesn't seem that hard to simulate a volume texture using a large
>>> 2D texture.  Am I wrong?
>>>
>>> -T
>>>
>>> On Sun, Mar 6, 2011 at 4:57 PM, John Davis <jdavis@pcprogramming.com>
>>> wrote:
>>>       
>>>> Are any webgl implementations adding volume textures as an extension?
>>>>  This
>>>> is pretty key for those of us needing fast 3D noise.
>>>> Any updates on VTL in Angle?
>>>> JD
>>>>
>>>>         
>>>       
>>
>>     
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