On Sun, Mar 6, 2011 at 2:44 PM, John Davis <email@example.com
> Correct, but trilinear filtering in hardware is typically faster, and
> doesn't increase the instruction count. Not to mention, it's also much
> easier to have trilinear filtering that just works rather than implementing
> it with 2D.
> On Sun, Mar 6, 2011 at 3:16 PM, Thatcher Ulrich <firstname.lastname@example.org
>> It doesn't seem that hard to simulate a volume texture using a large
>> 2D texture. Am I wrong?
>> On Sun, Mar 6, 2011 at 4:57 PM, John Davis <email@example.com
>> > Are any webgl implementations adding volume textures as an extension?
>> > This
>> > is pretty key for those of us needing fast 3D noise.
>> > Any updates on VTL in Angle?
>> > JD