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Re: [Public WebGL] loop constants



Also a suggestion: since WebGL and ANGLE is still under active
development in webkit/chrome, so it might be a good idea to use ToT
chromium build to test (or canary build which will update
automatically http://www.pcprogramming.com/buggy.html).

On Sat, Jan 29, 2011 at 8:43 PM, Mo, Zhenyao <zhenyao@gmail.com> wrote:
> OK, ignore my previous email as I tested your fixed version.
>
> Here is the fact: Top of tree chromium also throws an error, so newer
> version of chrome will have the same behavior as firefox.  Chrome 9
> must be using an older ANGLE version.
>
> Mo
>
> On Sat, Jan 29, 2011 at 8:27 PM, John Davis <jdavis@pcprogramming.com> wrote:
>> Hated to not have the demo work on both browsers, so I fixed it.  Use this
>> url to demonstrate the inconsistency between both browsers.
>> http://www.pcprogramming.com/buggy.html
>> On Sat, Jan 29, 2011 at 10:13 PM, John Davis <jdavis@pcprogramming.com>
>> wrote:
>>>
>>> Hit this link with Firefox 4.0b10, it'll throw an error in the shader
>>> validator about the loop index being compared to a non-constant.
>>> In Google Chrome 9 beta, the spinning cube with the multi-octave texture
>>> looks great.
>>> http://www.pcprogramming.com
>>> JD
>>>
>>> On Sat, Jan 29, 2011 at 3:14 PM, Vladimir Vukicevic <vladimir@mozilla.com>
>>> wrote:
>>>>
>>>> ANGLE is used in all cases to validate the shader first though,
>>>> regardless of whether it's passed to the native GL driver or goes through
>>>> ANGLE for d3d translation.  John, can you post an example of a shader that
>>>> you're talking about?
>>>>
>>>>    - Vlad
>>>>
>>>> ----- Original Message -----
>>>> > On 01/29/2011 07:51 AM, John Davis wrote:
>>>> > > In the fragment shader, when I run my stuff under Chrome variable
>>>> > > loops work, while under FireFox they do not (I have to make them
>>>> > > constants). If both implementations use Angle, this shouldn't be the
>>>> > > case, right?
>>>> > >
>>>> > Firstly, variable shader loops (those where the termination condition
>>>> > isn't a constant) aren't supposed to work in WebGL - they are
>>>> > disallowed
>>>> > by the OpenGL-ES spec. However, it's possible that the checking that
>>>> > stops you from using them isn't working for some reason. It's not
>>>> > necessarily the case that FireFox will use ANGLE...on some systems it
>>>> > uses the native OpenGL when Chrome chooses ANGLE...which could
>>>> > certainly
>>>> > explain the difference you're seeing between the two browsers.
>>>> >
>>>> > -- Steve
>>>> >
>>>> >
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>>>>
>>>
>>
>>
>

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