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Re: [Public WebGL] webgl tests seem to require 24/32-bit canvas buffer

----- Original Message -----
> Then honestly I'd prefer to see WebGL not on those phones and
> hopefully that will be one more reason not to buy them. Who ever
> made that phone shouldn't be rewarded for making a crappy GPU. Let's
> not go backward. That's just my opinion though.

Err.. we're talking about current gen phones here.  565/4444 is faster than 888/8888 on Galaxy Nexus (SGX540) and HTC One X (Tegra 3) -- I'm not sure that you could call either of those a "crappy GPU" :).  It's simply 2x the memory usage and bandwidth for some ops.  There are definitely more optimizations that can be done, but I'd really like to see at the very least a new context creation flag for "optimizeQuality" (or the inverse, "optimizePerformance" if we want to have 8888 be the default) so that content authors can at least choose.  I'd love to know what most mobile GL games are using these days, though!

   - Vlad

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