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RE: [Public WebGL] some samples and a question about looping

Hi Mark,

Can you give any examples of such implementations? I'm wondering whether such hardware will be able to run any practical WebGL content in the first place, irrespective of looping restrictions.

For the record, I do not understand why WebGL should reject perfectly valid GLSL ES shaders just because they happen to use variable-length loops. Why should this particular low-end GPU limitation be enforced on even the most powerful desktop GPUs, when most others are not? If we go down that road, then why not reject code that uses more than 8 textures, or more than 128 uniforms, or a canvas larger than 64x64 pixels?

Someone already pointed out, and I agree, that imposing these rather arbitrary restrictions is only going to result in less portable shaders as developers come up with dirty workarounds.

Best regards,

-----Original Message-----
From: owner-public_webgl@khronos.org [mailto:owner-public_webgl@khronos.org] On Behalf Of ext Mark Callow
Sent: 5. tammikuuta 2011 4:29
To: public_webgl@khronos.org
Subject: Re: [Public WebGL] some samples and a question about looping

On 29/12/2010 09:28, Sami Mäkelä wrote:
> Probably most
> common use of variable length loops would be loops that are simply 
> bounded by uniforms.
There are many OpenGL ES implementations that do not support this, which is why they are not allowed in WebGL.



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