[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Public WebGL] Need to start getting serious about shaders

On 15/06/2010 03:02, Oliver Hunt wrote:
> And of course we have to ensure compatible behaviour across all
> implementations across as many systems as possible which means that
> all the implementations will have to ensure as close to identical
> behaviour as possible, regardless of platform.
> eg. with the exception of resource constraints all code that works on
> one combination of device+platform should work on another.  So the
> validator will need to either reject all code using implicit casts, or
> correct for the absence of explicit casts.
The validator needs to reject all code using implicit casts as they are
not supported in GLSL ES.



fn:Mark Callow
org:HI Corporation;Graphics Lab, Research & Development
adr:Higashiyama 1-4-4, Meguro-ku;;Meguro Higashiyama Bldg 5F;Tokyo;;153-0043;Japan
title:Chief Architect
tel;work:+81 3 3710 9367 x228
tel;fax:+81 3 5773 8660
url:http://www.hicorp.co.jp,  http://www.mascotcapsule.com