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Re: [Public WebGL] Addition of compressedTexImage2D entry points in WebGL 1.0.1



BTW, I'll take the action item to make sure conformance tests are
added for these behaviors. Gregg Tavares has implemented these changes
in WebKit, and his test can likely be used verbatim.

-Ken

On Tue, Jan 24, 2012 at 5:51 PM, Kenneth Russell <kbr@google.com> wrote:
> Since there have been no objections, these entry points have been
> added to the spec. In the absence of any enabled extensions, they are
> defined as generating an INVALID_ENUM error. getParameter with the
> arguments COMPRESSED_TEXTURE_FORMATS and
> NUM_COMPRESSED_TEXTURE_FORMATS returns an empty Uint32Array and 0,
> respectively.
>
> Please review these changes to the spec:
>
> http://www.khronos.org/registry/webgl/specs/latest/#5.14
> http://www.khronos.org/registry/webgl/specs/latest/#5.14.8
> http://www.khronos.org/registry/webgl/specs/latest/#COMPRESSED_TEXTURE_SUPPORT
>
> -Ken
>
> On Thu, Jan 12, 2012 at 12:19 PM, Cedric Vivier <cvivier@mozilla.com> wrote:
>>
>> Hi everyone,
>>
>> There is a consensus in the WebGL working group that
>> compressedTexImage2D and compressedSubTexImage2D entry points should
>> be added to the core API in the next minor revision of the spec.
>>
>> This is a backward-compatible change that does not break any content.
>> Compressed texture formats would be exposed as standalone extensions
>> for each format, providing new enums to use with compressedTexImage2D
>> (very similarly as it is done in OpenGL ES - simplifying documentation
>> and specification work).
>>
>> Exposing the entry points through a generic WEBGL_texture_compression
>> extension has been discussed and considered impractical :
>> - developers would have to test and enable two extensions (the generic
>> extension and the requested format extension) instead of just one.
>> - it is very likely that the next major revision of WebGL will require
>> support for one or more compressed texture formats, not adding it to
>> the core API now would make the transition to WebGL "next" harder for
>> developers and browser vendors.
>> - adds unnecessary divergence from OpenGL ES.
>>
>>
>> Please raise your hand if you have any question/concern about this.
>>
>> Cheers,
>>
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