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Re: [Public WebGL] WEBGL_depth_texture

has been updated to track the change to the underlying
ANGLE_depth_texture extension.


On Thu, Feb 21, 2013 at 10:50 AM, Kenneth Russell <kbr@google.com> wrote:
> 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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