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Re: [Public WebGL] Proposal of OES_texture_npot extension



The WebGL WG is trying to focus on publishing a next version of the
spec which includes OpenGL ES 3.0 functionality. Working on an
OES_texture_npot extension at this point would be a distraction.

-Ken


On Tue, Jul 2, 2013 at 2:07 PM, Ashley Gullen <ashley@scirra.com> wrote:
> IIRC the main concern originally was that while support is pretty much
> ubiquitous on desktop (and has been for some time), it's not widely
> supported on mobile, and the intent was to prevent authors accidentally
> writing WebGL apps on desktop that won't port to mobile. I think an
> extension that you must request before the feature is enabled solves this
> problem (since it obligates a not-supported code path), but I think at the
> time the priority was to have everything universally supported, especially
> while WebGL was new.
>
> NPOT support comes as core in OpenGL ES 3 as I understand it, and I'd be
> happy to wait for the next WebGL based on ES 3 instead of specifying an NPOT
> extension now.
>
> Ashley
>
>
>
> On 2 July 2013 10:24, Karol Swiniarski <k.swiniarsk2@samsung.com> wrote:
>>
>>
>> I would like to bring back the topic of handling NPOT textures extension.
>> Last discussion in this matter was almost two years ago.
>>
>> https://www.khronos.org/webgl/public-mailing-list/archives/1111/msg00080.htm
>> l
>> Conclusion was, that hardly no hardware was capable of handling it
>> correctly, so presenting such extension would cause much fragmentation.
>> Nowadays more and more hardware is capable of handling NPOTs correctly and
>> efficiently.
>> However, current specification forces frameworks (for example WebKit) to
>> emulate improper behavior (substitution of original npot texture witch
>> black
>> texture) and simulate WebGL error.
>> What's the current opinion on proposing OES_texture_npot for WebGL
>> (preferably same way as for OpenGL ES)?
>>
>>
>>
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