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Re: [Public WebGL] Volume Textures



In the meantime, is there any chance we could add an extension to WebGL and Angle to support volume textures for the rather large use case of Chrome and FireFox?  This is very low hanging fruit that will add considerable bang on the fragment shader side.

On Mon, Mar 7, 2011 at 3:57 PM, Kenneth Russell <kbr@google.com> 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
>> >
>>
>
>