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Re: [Public WebGL] proposal draft for EXT_texture_filter_anisotropic

Excited about this.
One of the nice things about this as an extension (vs. some of the others) is that it's fine to run without it as it's mainly just a quality enhancement. This means that the devices that don't support it won't end up being unable to run apps/games written with it unless the developer is careless.

On Fri, Jan 27, 2012 at 10:28 AM, Florian Bösch <pyalot@gmail.com> wrote:
I'm proposing to add the extension EXT_texture_filter_anisotropic [1].
It mirrors the OpenGL ES extension [2] and the OpenGL extension [3]

Mobiles -- According to glbenchmarks [4], 224 out of 387 devices (58%)
support this extension see the full list [5], support for this
extension is ranked at position 16 out of 152 extensions [6]
Desktops -- According to wilfiregrames 96% of users have support for
this extension [7], According to steam surveys 99% of users have DX 9
level hardware  which should support it [8]
APIs -- Direct3D 9 has support for the feature [9]. OpenGL [3] and
OpenGL ES [2] support is via extension.

[1] attachment: ext_texture_filter_anisotropic.tar.bz2, preview:
[2] http://www.khronos.org/registry/gles/extensions/EXT/texture_filter_anisotropic.txt
[3] http://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
[4] http://www.glbenchmark.com/
[5] attachment: mobile_support_texture_filter_anisotropic.txt,
[6] attachment: ranking.txt,
[7] http://feedback.wildfiregames.com/report/opengl/feature/GL_EXT_texture_filter_anisotropic
[8] http://store.steampowered.com/hwsurvey/videocard/
[9] http://msdn.microsoft.com/en-us/library/windows/desktop/bb172264(v=vs.85).aspx