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Re: [Public WebGL] Please review WebGL multiple render target extension proposal



This is pretty much an orthogonal question to the MRT proposal. Please
start a new thread for it.

-Ken


On Wed, Oct 17, 2012 at 2:11 AM, Florian Bösch <pyalot@gmail.com> wrote:
> I think that's fine. I've got one question though. I know that when I attach
> a floating point texture, that the output values are not clamped to 0-1. I
> also know that the OpenGL ES 2.0 specification states the clamping as
> behavior (which is also mentioned in this extension). I'm not sure, but I
> think the desktop versions of OpenGL don't specify the clamping at the
> shader output level (there's some function to control clamping).
>
> I'm a bit worried that this might be a behavioral difference between
> Mobiles/Desktops that could shoot you in the foot if/when you find a mobile
> with floating point texture render target support. Anybody know if mobiles
> do the clamping regardless of target format?
>
> On Wed, Oct 17, 2012 at 3:51 AM, Kenneth Russell <kbr@google.com> wrote:
>>
>>
>> Please review an extension proposal adding multiple render target
>> functionality to WebGL:
>>
>>
>> http://www.khronos.org/registry/webgl/extensions/proposals/WEBGL_multiple_render_targets/
>>
>> It mirrors a proposed extension for ANGLE which adds this
>> functionality to OpenGL ES 2.0:
>>
>>
>> https://angleproject.googlecode.com/svn/trunk/extensions/ANGLE_multiple_render_targets.txt
>>
>> Please provide your feedback on both.
>>
>> Apologies for how long it took to produce these extensions. They
>> couldn't be drafted until OpenGL ES 3.0 was released, because in order
>> to avoid compatibility issues in the future, it was necessary to
>> derive their contents from the ES 3.0 specification. The draft ANGLE
>> extension modifies the same areas of the OpenGL ES 2.0 specification
>> modified by the GL_NV_fbo_color_attachments and GL_NV_draw_buffers
>> extensions, but draws the majority of its text and semantics from the
>> ES 3.0 spec.
>>
>> -Ken
>>
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