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Re: [Public WebGL] WebGL




On Nov 17, 2011, at 7:11 AM, Benoit Jacob wrote:

> 
> On 17/11/11 09:49 AM, Ashley Gullen wrote:
>> 
>> Hi,
>> 
>> I'm writing a 2D game engine in WebGL (see www.scirra.com), and this is
>> my first mail to the list - apologies if this has been discussed before.
>> 
>> I've found the power-of-two restrictions in WebGL a little inconvenient,
>> since NPOT textures are common in 2D games. It seems a shame that in
>> WebGL NPOT textures can't be mipmapped or directly tiled without
>> stretching to a POT texture first. I've done some work with desktop
>> OpenGL and found the GL_ARB_texture_non_power_of_two extension to be
>> widely supported and very useful for this situation: it allows direct
>> tiling and mipmapping of NPOT textures which is great for 2D games.
>> There does not appear to be an NPOT extension for WebGL. Could I suggest
>> that one be added to indicate the relaxing of POT rules? Since many
>> desktop systems seem to support it this means the workarounds could be
>> disabled on these machines for a better gaming experience.
> 
> An important data point to discuss that is: how widely is GL_OES_texture_npot supported on current mobile devices?
> 
> I think I might lean toward adding a WebGL extension for NPOT textures as we already have some extensions that are not well supported on mobile devices anyway; but this is a little bit more dangerous as textures are a basic feature and this opens the door to whole games that wouldn't run at all on mobile devices.

I'm not sure what you mean by  that. I think all the extensions we have ratified are well supported by mobile hardware. iOS supports everything in the list, for instance.

-----
~Chris
cmarrin@apple.com





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