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Re: [Public WebGL] readPixles() can't access float values (OES_texture_float interaction)
On Mon, Sep 19, 2011 at 2:36 PM, Kenneth Russell <email@example.com>
I'm not in favor of adding a WebGL-specific extension that has to be
separately enabled in order to attach FP textures to an FBO. If there
were an ES20 extension defining FP framebuffer support, that would be
a different question.
I disagree with the idea that WebGL shouldn't do this because ES doesn't.Â ES and WebGL have different policies for extensions, and I think WebGL's rationale for breaking from ES in this applies here as well: don't expose optional functionality unless it's explicitly enabled.
Note that this extension wouldn't be defining the behavior of floating-point rendering--defer to wherever it's currently defined.Â It would be much simpler: the WebGL spec would give an explicit list of which formats can be bound to framebuffers, effectively a whitelist, and all the extension would do is append to that list.
That said, there may be a different rationale for not doing this: for framebuffers, it's not enough.Â An implementation might INCOMPLETE_ATTACHMENT at you even if it supports the framebuffer type--it might not like certain combinations of attachments, for example.Â Even if FP framebuffers are supported, you'd still have to test on every device to make sure it likes the actual configurations you're trying to use, which defeats the purpose of having to query an extension.Â I've always considered this the most glaringly flawed API in OpenGL; I don't know if ES is more restrictive about when implementations can throw this error than OpenGL is.
(It's been a long time since I've looked at the OpenGL/ES specs.Â If there are equivalency requirements that I'm not recalling--for example, "if framebuffers in configurations (COLOR1, DEPTH1) and (COLOR2, DEPTH2) are complete, then (COLOR2, DEPTH1) and (COLOR1, DEPTH2) must also be framebuffer complete"--then please remind me.Â I don't think there are.)