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Re: [Public WebGL] OES_texture_float_linear and OES_texture_half_float_linear extension proposals

I've been out sick. Sorry for the subsequent delay in replying.

On 2013/02/22 3:38, Kenneth Russell wrote:
Mark, I understand your concern about promoting desktop-only extensions.

When writing the WebGL conformance test for OES_texture_float I
neglected to test and forbid the use of linear filtering, so existing
applications are already using linear filtering on FP textures. ...

Can you be convinced to drop your objection?
Perhaps. This is the second time we've had an issue like this. We need to pay more attention to what the underlying OpenGL ES specification permits and exactly what new functionality is enabled by a given extension.

Will implementers provide this extension? As far as I know nobody has yet implemented {EXT,WEBGL}_color_buffer_{half_,}float which are intended to fix the previous cock-up.

I am trying to find out why the OES WG created OES_texture_float_linear given that (a) no embedded hardware can support it and (b) we are reluctant to brand extensions "OES" unless they can, and will be, widely supported because the brand leads to the assumption by many customers that the extension is a standard feature.



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