>From a game developers point of view I could not agree more. To be honest every time I read the argument that something should not be added because it is not widely supported by a device class I get at little bit sad. It’s fine to define a core feature set that needs to be supported from every WebGL implementation. But please give us options to go beyond these limits. If WebGL can give me access to the whole featureset of modern desktop GPUs I would gratefully take it. But to prevent an extension chaos it might be smart to go the same way as DirectX. Define some feature levels with predefined sets of supported functions. Maybe in the case of WebGL it might be useful to do this by device classes like desktop, mobile, tablet, smart TV, etc. In most cases the developers need to tailor the UI for these different types anyway and therefore there will most time a decision if you even want to support a device class with your webapp or page.
-Ralf <\?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" />
Von: email@example.com [firstname.lastname@example.org] im Auftrag von Glenn Maynard [email@example.com]
Gesendet: Donnerstag, 17. November 2011 18:34
An: Tony Parisi
Cc: Ashley Gullen; Benoit Jacob; firstname.lastname@example.org
Betreff: Re: [Public WebGL] WebGL NPOT texture support
We've had the discussion before, but again I don't think trying to prevent this is the right way to go. Make it as easy as possible to write code that works on mobile, but don't try to force it; whether to make the tradeoffs needed to support mobile hardware should be the developer's decision.