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Re: [Public WebGL] rendering to "texture1D" (Chrome bug?)
- To: demidov@ipm.sci-nnov.ru
- Subject: Re: [Public WebGL] rendering to "texture1D" (Chrome bug?)
- From: Steve Baker <steve@sjbaker.org>
- Date: Tue, 11 Jan 2011 09:28:17 -0600
- Cc: public_webgl@khronos.org
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Drawing a 1 pixel wide line in a 1 pixel wide image sounds like you
might be having problems with it being cut off at the edge or
something. You'd get away with it on OpenGL renderers where the line
width can be >1 but under ANGLE (aka Direct3D) there is no line width
control...also Direct3D has a half-pixel coordinate shift relative to
OpenGL in some situations - which could also account for the difference.
Lines are a bit tricky. I would try drawing a quadrilateral that's
definitely wider than the viewport.
-- Steve
On 01/11/2011 03:11 AM, Evgeny Demidov wrote:
>
> For N-bodies simulations (N~256) I'd like to store N 3D coordinates in
> Nx1 textures_2D (RGB float later). In a simple test (no extensions)
> http://www.ibiblio.org/e-notes/webgl/test/tex1D.html
> I set gl.viewport(0, 0, n, 1); and try to render white (-1,0,0,
> 1,0,0) line on black background. Unfortunately in Chromium with OpenGL
> drivers (under Windows XP + ATI) I see the black background. I get
> white page in Firefox and Chrome with ANGLE.
> 1. is it a bug?
> 2. how shall I render to "1D" textures? (I'll try to draw 2x2 square
> meanwhile)
>
> Evgeny
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