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



Not yet. I'll add them today.

-Ken

On Fri, Jan 27, 2012 at 10:07 AM, Benoit Jacob <bjacob@mozilla.com> wrote:
> ----- Original Message -----
>>
>> BTW, I'll take the action item to make sure conformance tests are
>> added for these behaviors.
>
> Has this test been added yet? All I can see is
> https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/sdk/tests/conformance/extensions/webgl-experimental-compressed-textures.html
> and it's not requiring these entry points to be present.
>
> Benoit
>
>>  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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