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Re: [Public WebGL] Default WebGL sampler precission

Even on ES, the precision of lowp could vary, so I don't see how this
is solvable.

On Wed, Aug 10, 2011 at 8:32 AM, Jonathan Feldstein <jfeldstein@rim.com> wrote:
> Is the goal of WebGL to have content appear as visually identical as
> possible across platforms? If so, should the default sampler precision on
> embedded and non-embedded platforms be treated the same way?
> To be more specific, the following sample
> http://learningwebgl.com/lessons/lesson15/index.html looks different on
> desktop and mobile platforms due to the fact that on desktop sampler
> precision is ignored, while on mobile platforms sampler2D precision defaults
> to lowp.
> I’m not quite sure what to suggest as a good fix to this problem, but it
> does seem like a bit of a uniformity issue.
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