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Re: [Public WebGL] texImage2D changed...

> On Mon, Aug 9, 2010 at 11:13 AM, <steve@sjbaker.org> wrote:

>> I looked
>> at the WebGL spec and some of the working example code to see how we
>> load
>> images from URL's nowadays...and as a quick test, I tried this:
>>    gl.texImage2D ( gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA,
>>                                      gl.UNSIGNED_BYTE, image);
>> That gets my program running again...but now my textures are all screwed
>> up.  I'm using PNG and my textures are a mix of RGB's and RGBA's - with
>> the occasional monochrome PNG tossed in for good measure.  So presumably
>> I
>> need to set the two format parameters according to what's actually in
>> the
>> PNG file.
> No, you don't have to set those to match the png file. The WebGL spec
> details that WebGL will convert the image to the format you specify. The
> new
> API is far more flexible than the old one.

Ah!  Thank goodness for that!  But the documentation is far from clear -
and what I think it says to do doesn't work.

The closest I could find to an explanation is:

   "The source image data is conceptually first converted
    to the data type and format specified by the format
    and type arguments, and then transferred to the OpenGL

...so I suppose it's saying:

   Actual File Format ==> externalFormat ==> internalFormat

Which would suggest that if I unconditionally set both format parameters
to gl.RGBA - then it should convert everything to 4 bytes per texel no
matter whether my PNG has 1,2,3 or 4 bytes - presumably setting A=1 if the
source image is an RGB-only PNG and spreading greyscale PNG's out into
full RGBA's.  If so, that's kinda wasteful if the file is really a 1 byte
luminance-only thing.

But perhaps the word "conceptually" in the spec means that it's not REALLY
going to allocate 4 bytes per texel - but merely arrange that when the
shader reads it, it'll appear as if there were 4 bytes present.  That
would make sense...but it really ought to be clearer on what it'll
actually do.  If we're planning on making this work on itty-bitty
cellphones, we can't afford to waste texture memory - so the spec needs to
be really clear on what will happen.

The wording should make it clear whether I can be lazy and always say
gl.RGBA and rely on the underlying implementation not to waste texture
memory - or whether I still have to parse the image file in order to ask
for the internalFormat that's efficient for whatever file format I happen
to have been handed by my art tools.

Also, if the conversion is automatic, then why do I have to provide both
an internalFormat and externalFormat parameter?  Seems like it should
ignore the externalFormat and assume that from the file header.

Anyway - in practice, this isn't working.  Setting them both to gl.RGBA
produces textures that are squashed up (like it's trying to read 4 bytes
per texel when there are only 3)...setting them both to gl.RGB produces
some other screwed up mess.  Is there some magic value I need to use to
tell it "Do this automatically"?

Bottom line: HELP!! What exactly do I type to get back the behavior I had

Thanks in Advance...

  -- Steve

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