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Re: [Public WebGL] ATC texture size computation
Here's the problem in a nutshell:
You expect application developers to "sort it out". Yet we'll only know how to "sort it out" once we've asked the webgl context for its supported formats. Requiring us to to cross-transpile textures in a zigillion different formats and dynamically branching out after context creation and engage an XHR2 to binarily load them. There's several things wrong with that:
1) it makes it really difficult to use
2) While I'm happy to rely on XHR2 binary loading, there might be people who aren't, besides, I think mobile support for XHR2 isn't overwhelming.
3) Unlike <audio> and <video> which support automatic content selection you leave it up to the developer
4) if we can't convert an <img> or array buffer to a texture, we can't even do the "simple" fallback of transpiling textures in JS somehow.
So suboptimal only describes this solution in terms of it is worse than:
- CSS Shaders
- vendor prefix hell
- all of the above combined