Looks good Mark.If it remains solely an extension then yes but I was considering the cases of going directly into core and eventually going into core. Do you want the method names to change then?
A few comments:
*) is naming all the functions dynamicTextureXXX redundant? The functions are called off the extension object so
var dynamicTextureExtension = gl.getExtenion("WEBGL_dynamic_texture");dynamicTextureExtension.setSource(texture, src);
might be enough?
I don't see a need. There's only one texture type so getTextureParameter() can be used. The un-GL-like point about dynamicTexture[GS]etSource is the direct access to the texture object instead of having to bind it first. If we want to continue the direct access direction and expect more dynamic texture related parameters getDynamicTextureParameter(tex, param) would be better.
*) does dynamicTextureGetSource seem un GL like?
Maybe getDynamicTextureParameter(param) in case something needs to be added later?
Are you saying that between *ReleaseFrame and *AcquireFrame the sampler should return (0,0,0,1)? API and spec-wise that's fine. I'm not sure how to implement that on top of OES_EGL_image_external. If it's implementable, I'd be in favour.
*) is the state before calling dynamicTextureAquaireFrame or after calling dynamicTextureReleaseFrame desirable?
It means the behavior of the program is implementation dependent. It could be that on some browsers, never calling either function works perfectly and on other browsers or platforms it performs poorly or not at all. Where as if there is no dynamicTextureReleaseFrame and you're required to call dyanicTextureAcquireFrame to see anything at all it seems more likely you'd get consistent behavior across implementations?
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