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Re: [Public WebGL] WEBGL_depth_texture



This change sounds fine to me. It will enable the extension on more
platforms and guide developers toward writing portable shaders.

-Ken


On Wed, Feb 20, 2013 at 4:03 PM, Shannon Woods
<shannon.woods@transgaming.com> wrote:
>
> WEBGL_depth_texture, currently in the process of ratification, has language
> which poses some difficulty for ANGLE. Both WEBGL_depth_texture and
> ANGLE_depth_texture, which it references, specify that the depth value is
> stored in the r, g, and b channels, with alpha being undefined. This
> language was included to allow for inconsistencies in the alpha value
> returned when performing such samples via D3D9. However, conforming to this
> creates a bit of a challenge when implemented over D3D11, as the depth value
> is then only returned by D3D in the r channel, with the other channels
> receiving 0, 0, 1 default values instead.
>
> Our issues would be resolved by changing ANGLE_depth_texture, as well as
> WEBGL_depth_texture, to guarantee the depth value only in the r channel, and
> extending the warning about implementation dependency to cover the g and b
> channels in addition to alpha. Would there be any objections to making this
> change?
>
> Thank you,
> _____________________________________________________________________
> Shannon Woods
> Technical Manager, Graphics Technology
>
> TransGaming
> T: +1 416-979-9900 x 408 | E:
> shannon.woods@transgaming.com
>
> TransGaming.com  |  GameTreeMac.com  |  GameTreeTV.com
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