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Re: [Public WebGL] texImage2D changed...
>> In desperation I tried turning *off* the webgl.shader_validator
> Ah OK, crash in the shader validator, you wouldn't be the only one hitting
Ah - OK - that explains that part!
>> Anyway - I guess that form of texImage2D got obsoleted somehow.
> Yes. Did you read this e-mail that Vlad recently sent to this list?
Oooohhh! My bad! I did read it - but I got so engrossed in the bit about
the validator that I kinda zoned out on the last part. I must remember to
get some sleep sometime!
> OK so my guess would be that it's because we in Firefox are currently only
> supporting RGB and RGBA with 8 bytes per channel. Can you try this in
> Chromium, if it works there then that would confirm it. We are looking at
> reusing the nice reusable that Ken wrote there for Chromium.
Yeah - but it'll have to wait for a day or so - I'm not tracking the
Chromium builds currently.
>> So presumably I
>> need to set the two format parameters according to what's actually in
>> the PNG file.
> No no, you don't need to. First of all, like in OpenGL ES, the format and
> internalformat parameters are just required to be equal, so yes they are
> If your image is an actual Image object or a HTML element, then you really
> don't have to specify the format it's in, the format parameter passed to
> texImage2D only specifies the format in which you want it to be passed to
> the GL; the WebGL implementation does the conversion for you.
Right - but am I wasting texture memory if I set the internalFormat to
RGBA when my file is really a 1 byte monochrome format? If so, then I
guess I still have to know what file format I have in order to set that
parameter correctly for efficient memory use?
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