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Re: [Public WebGL] Restricting WebGL exposure of OES_depth_texture
As a developer having to deal with extensions, I'd prefer that the browser vendors pick a behavior and stick with that for awhile. If no major use cases can be thought of for the missing functionality when running under ANGLE, I'd much rather have only that one extension to check for/query/handle in my tool chain. If both were exposed right now it'd essentially be fragmenting on platform (browsers with ANGLE, aka Windows, vs. those without, aka everything else), and that's annoying.
On Thu, May 17, 2012 at 6:20 PM, Mark Callow <firstname.lastname@example.org>
On 18/05/2012 06:58, Brandon Jones wrote:
I can see the confused Stack Overflow posts already
if there were two nearly-identical extensions...
As opposed to confusion caused by having 2 nearly identical
extensions sharing the same name?
I think the names should be different so that implementations not
using Angle can expose the real OES_depth_texture extension.