[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [Public WebGL] a few Chromium + ANGLE features
- To: "Evgeny Demidov" <firstname.lastname@example.org>
- Subject: Re: [Public WebGL] a few Chromium + ANGLE features
- From: email@example.com
- Date: Fri, 17 Dec 2010 07:16:12 -0800
- Cc: firstname.lastname@example.org
- Dkim-signature: v=1; a=rsa-sha1; c=relaxed; d=sjbaker.org; h=message-id :in-reply-to:references:date:subject:from:to:cc:mime-version :content-type:content-transfer-encoding; s=sjbaker.org; bh=mPOXo vu6G5q80XbOtnIhG6cNOf8=; b=ntvszALHYTFhqsFwrQ0v+Z2M06MwzcH1T6TLi XkLKuNvydgY3SMxqkWMYeP03z1LAJ9LYi36C1ci4QVhgLS5yoqHYV00R/vRe4WIs bdXkgj8vSiUBzTpX3PqBMITebAIbxB70ylANSuU0ib1Q8Q0DD+xeymhD9995cOMz ILSYqk=
- Domainkey-signature: a=rsa-sha1; c=nofws; d=sjbaker.org; h=message-id :in-reply-to:references:date:subject:from:to:cc:mime-version :content-type:content-transfer-encoding; q=dns; s=sjbaker.org; b=Lxvb4Ieepg03MQK0Cwbz8ESlu3L6lDR3cgqR4s0m5IMZpuvoGdK5Tc3QtxyY1 GIE4FzjEvrHMmK6rC/qEVUgZlRHfCIYyZ7OW5dBMggDHlmeuws4kJmE7PKyo9XdC Sxo2ckngjlePCxo+FqcZoIZtbTed4XiXZScS3w2wXO2kw0=
- In-reply-to: <4D0B20B0.email@example.com>
- List-id: Public WebGL Mailing List <public_webgl.khronos.org>
- References: <4D0B20B0.firstname.lastname@example.org>
- Sender: email@example.com
- User-agent: SquirrelMail/1.4.21
> sorry if they are known bugs. All work fine with OpenGL and in Firefox.
> 1. "texture2D no matching overloaded function found" shader message in
> 3D simulations
> texture2D are not supported in vertex shaders?
Well, technically, yes. But when you query for the maximum number of
vertex textures that are supported, the answer may be "zero". So, in
practice, not all systems support vertex textures. You certainly can't
rely on them existing without providing a fallback.
Worse still, one system we've tested on says that it supports a single
vertex texture - but then does some horrendous software fallback that
reduced my frame rate ten-fold! With Mozilla (still?) threatening to hide
the real VENDOR/RENDERER/VERSION strings - there is no good way to isolate
that one stupid implementation without some kind of "try it and time the
results" hack...which is truly god-awful because you have to average for a
long time to get stable results in a browser environment - which slows
down everyone's gaming experience.
It's such a nightmare that I've resorted to simply not using vertex
textures - which is a shame because they are a fabulously powerful
You are currently subscribed to firstname.lastname@example.org.
To unsubscribe, send an email to email@example.com with
the following command in the body of your email: