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Re: [Public WebGL] HI-DPI displays and WebGL issues

On Thu, Jun 21, 2012 at 11:08 AM, Mark Callow <callow_mark@hicorp.co.jp> wrote:
What do you mean by "image pixels" and "real pixels?"

I mean that if you load in a  64x64 sized texture via png or jpg that expresses a 3D texture of 16x16x16 that you are going to use to generate interpolated 3D noise (you'd do that in order to control that the noise you produced is the same on each platform), it is not going to help you if you suddenly get a 128x128 texture, that contains 4x as many pixels and does not interpolate properly between two texels assumed to be on 64x64 dimensions. If you deliver a 64x64 image, then what you upload via texImage2D is going to have to be unegotiatably mandatorily and unavoidably 64x64 and nothing else.