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Re: [Public WebGL] WebGL




On Fri, 18 Nov 2011 04:36:38 +0100, Mark Callow <callow_mark@hicorp.co.jp> wrote:


On 18/11/2011 11:56, Cedric Vivier wrote:
Interesting, thanks Mark. Shouldn't we fix this?
Is there any WebGL app using FP rendering?
Yes. Several. Because of that, there was a big discussion about this.
The result was that the WebGL version of OES_texture_float was modified
to say that implementations may also support rendering to FP textures.
Developers have to be sure to call gl.checkFramebufferStatus after
attaching an FP texture to an FBO and be prepared for it to return
FRAMEBUFFER_UNSUPPORTED.

Regards

    -Mark


Mark (or anyone else that knows), looking at the gles2 spec under "4.4.5 Framebuffer Completeness" it says an implementation may return FRAMEBUFFER_UNSUPPORTED if the combination of internal formats of the attached images violates an implementation-dependent set of restrictions.


A bit further down it says
"Although OpenGL ES defines a wide variety of internal formats for framebuffer-attachable images, such as texture images and renderbuffer images, some implementations may not support rendering to particular combinations of internal formats. If the combination of formats of the images attached to a framebuffer object are not supported by the implementation, then the framebuffer is not complete under the clause labeled FRAMEBUFFER_UNSUPPORTED. There must exist, however, at least one combination of internal formats for which the framebuffer cannot be FRAMEBUFFER_UNSUPPORTED."


Does that mean that an implementation could technically "get away" with not supporting a single color renderable combo and just support depth for example?

--
Erik Möller
Core Developer
Opera Software
twitter.com/erikjmoller

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