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Re: [Public WebGL] Proposing OpenGL ES extensions for inclusion into WebGL

A good list, Florian. I've needed a few of this myself, and have used
many of them on both mobile and desktop applications. Most are just
enumerations, which means not much work to do to get them implemented.
A quick check of iOS shows that most are supported there already,
which is a point in their favor.

I'd also like to suggest GL_OES_blend_subtract, maybe just because
I've been doing a lot of image processing lately and, like
blend_minmax, it's rather annoying not having it.

On Mon, Jan 2, 2012 at 4:57 PM, Glenn Maynard <glenn@zewt.org> wrote:
> On Mon, Jan 2, 2012 at 7:35 PM, Ashley Gullen <ashley@scirra.com> wrote:
>> I suggested texture_npot a while back which is useful for 2D games, but
>> the sentiment seemed to be that it was best to avoid extensions since
>> desktop developers might accidentally write WebGL apps that are broken on
>> mobile devices with less extension support.
> Not really--if that were the case, there would be no extension mechanism.
> The key word is accidentally: by not providing any capabilities of an
> extension before it's explicitly queried--a new aspect of WebGL compared to
> other OpenGL APIs--it helps make sure people know when they're using
> optional capabilities.
> --
> Glenn Maynard

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