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Re: [Public WebGL] Adding internalformat param to all texImage2d variants
On May 19, 2010, at 10:47 AM, Yvonne Jung wrote:
>> ...This is where things get problematic. If we provide a mechanism to convert to
>> the desired internalformat, without the NO_CONVERT option, most authors have
>> all the information they need. They can force the format they want, regardless
>> of the input format, and write their shaders accordingly. It might be better
> Considering that only 8 bit textures are available and no floating point/
> depth precision can be forced, the internalFormat param might more or less
> only be interesting for transparencies and the aforementioned texture memory
> But querying the original image format can have different use cases,
> particularly in the web, where data can originate from everywhere...
>> to just provide the explicit conversion options (without NO_CONVERT) and then
>> come up with a different method of discovering the image formats. You should
>> be able to determine the basic image type from the mime-type, right? In the
>> case of JPG, this defines the format. Is there any way to use XHR to read the
> No, JPG can also be e.g. LUMINANCE.
In X3D, how can you know if you want to use a JPEG image as Luminance rather than RGB?
>> header of a PNG image and read the format tag from that?
> I don't know if it's possible at all, but retrieving the image via XHR (or
> only the header, which I doubt is possible) seems to be a big overhead
> concerning bandwidth and processing power since the browser has to fetch the
> image anyway.
It may not be a bandwidth issue, if the browser is properly caching. I would have to try it, but I think responseText will give you the raw bytes if you use the overrideMimetype() trick. Then you just get the IHDR chunk (which must be the first tag), which gives you width, height, bit depth and color type (which gives you the format:grayscale, rgb, indexed, grayscale-alpha, or rgba).
Seems like it should be possible, but again, I have not tried it.
Hopefully in the future you'll be able to get an ArrayBuffer from XHR, which will make things a bit easier.
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