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Re: [Public WebGL] readPixles() can't access float values (OES_texture_float interaction)



Doing this goes against the long standing principle of uniformity across implementations. Allowing extensions cracked open the door to non-uniformity. This decision blows it wide open. These demos, that have wowed people to the extent of ignoring the long standing principle, will likely only be seen by a minority of web users.

The facts of the matter are that there is NO mobile GPU design that supports rendering to float buffers and only a single mobile GPU design that supports rendering to half-float buffers. It will be probably 2 years before this situation changes. Furthermore determining whether or not a WebGL implementation supports such rendering is a lot more complex than a simple query. I expect there will be many developers who will get a nasty suprise after deploying their applications when they find it does not work for a substantial number of people.

Regards

-Mark



On 2011/09/12 14:54, Kenneth Russell wrote:
There seems to be agreement among the WebGL WG members that enabling
render-to-fp-texture functionality, where it can be supported, is
crucial. Further, there's at least one ES 2.0 chipset that supports
fp16 renderbuffers. Therefore, I've updated the WebGL extension
registry's exposure of OES_texture_float and OES_texture_half_float
([1], [2]) to indicate that the WebGL versions of these extensions
optionally allow these textures to be used as the color attachments to
FBOs.

I think that any changes related to reading back of FLOAT pixels via
readPixels should wait for a future revision of the WebGL spec.
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