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Re: [Public WebGL] Adding internalformat param to all texImage2d variants

On May 17, 2010, at 8:03 PM, Gregg Tavares wrote:

> Is the suggestion to get this value from WebGL or from the IMG tag.
> ctx.getTextureParameter(??)
> or
> img.sourceFormat???
> If the former, from WebGL, then it really seems like a mis-match. In order to have created the texture in the first place you have to pass the format in. So you already know the format.  If it belongs anywhere it belongs on the img tag, not in WebGL.
> Please don't go adding features to WebGL just to support a busted file format. I'm not dissing X3D but if it's using the format of the image to decide anything then it's doing it wrong. There is no valid mapping between image format and texture usage. Having written several game asset pipelines I know this only too well. Let's not propagate and encourage bad practices.

Please see my previous post about how to solve this. I think it's a reasonable solution and I don't think we should propose adding anything to the Image Element.


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