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Re: [Public WebGL] WEBGL_dynamic_texture extension proposal
On Thu, Jul 5, 2012 at 7:19 PM, Florian Bösch <email@example.com>
On Thu, Jul 5, 2012 at 7:16 PM, Gregg Tavares (社用) <firstname.lastname@example.org>
but yes, if they want to support dynamic textures I do expect them to handle it. Only they know when is the appropriate time to compile and when to fail. On top of that they have to call dynamicTextureAcquireFrame to use these textures so it's not like they can magically do nothing and have it just work.
Ohyeah, and one other thing. Calling extra functions and doing hoop-jumping that does not require a different fracking shader for every possible sampler source is perfectly fine. That is a piece of functionality that can be nicely encapsulated. Dealing with every possible combination of shaders however, is *not* fine.