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Re: [Public WebGL] gl.enable(gl.TEXTURE_2D)



On Wed, Jan 20, 2010 at 3:48 PM, Kenneth Russell <kbr@google.com> wrote:
> On Tue, Jan 19, 2010 at 8:37 AM, Giles Thomas <giles.thomas@gmail.com> wrote:
>> Hi all,
>>
>> A quick follow-up question:
>>
>> 2010/1/13 Kenneth Russell <kbr@google.com>
>>>
>>> TEXTURE_2D is not a valid enable bit in OpenGL ES 2.0 or, consequently,
>>> WebGL. The enum was in the EnableCap section only because it was there in
>>> the OpenGL ES 2.0 headers. I've moved its definition to the TextureTarget
>>> section.
>>
>> Have there been versions of Chrome (or perhaps WebKit?) where
>> gl.enable(gl.TEXTURE_2D) was erroneously required to enable textures?  A
>> reader of my blog reports that Chrome 4.0.295 seems to need it with a
>> specific OS/graphics card combination -- details here:
>> http://learningwebgl.com/blog/?p=684&cpage=1#comment-787
>
> If there is a sample which only works with that call in place, then it
> isn't Chrome or WebKit imposing that requirement but the OpenGL
> driver. It should not be necessary to enable the TEXTURE_2D bit on a
> particular texture unit in order to sample it in a shader. You should
> report this issue to the graphics card vendor.
>
> By the way, because the code is evolving quickly, at this point I only
> recommend using WebGL inside of the latest Chromium builds. See
> http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation for
> instructions on downloading and running them.

To clarify, I should have said, if you're trying to use WebGL inside
of Chrome, use the Chromium continuous builds rather than the Dev
Channel builds for the time being.

-Ken

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