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Re: [Public WebGL] Volume Textures





----- Original Message -----
> On Mar 24, 2011, at 4:18 AM, John Davis wrote:
> 
> > 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.
> 
> Let's be careful about what we call "low hanging fruit". WebGL
> attempts to allow content to be written across a wide range of
> hardware. That's why we based the spec on OpenGL ES 2.0 rather than
> desktop OpenGL. If you look at the WebGL extension registry
> (http://www.khronos.org/registry/webgl/extensions/), all of the
> extensions there are available on at least one OpenGL ES
> implementation on mobile devices (iPhone).
> 
> That doesn't mean we can't discuss other extensions (like this one).
> But I would be very against adding any and all extensions just because
> they exist on some driver in some version of OpenGL on some platform.
> I even agree that 3D textures are available in a majority of desktop
> OpenGL implementations. And GL_OES_texture_3D is defined for OpenGL
> ES. But I don't know of any current implementations of OpenGL ES that
> support it.
> 
> My concern is that WebGL will get fragmented and that authors will
> start using extensions that are available on a small number of
> implementations degrading the WebGL experience for everyone else. I
> don't think we want to go there at this early stage of development.

For what it's worth, I am agreeing with Chris on this matter.

To put it in more abstract terms: being a web specification, WebGL should (try hard to) be universally implementable.

Benoit
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