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Re: [Public WebGL] GL_MAX_TEXTURE_SIZE power of two ?

Indeed, but many are still unfortunately confused about this issue. These issues were only meant to bring up other cases where the spec differed from what many people believed.


----- Original Message -----
From: "Mark Callow" <callow.mark@artspark.co.jp>
To: "Jeff Gilbert" <jgilbert@mozilla.com>
Cc: "Kenneth Russell" <kbr@google.com>, "Guillaume Abadie" <guillaume.abadie@gmail.com>, "Brandon Jones" <bajones@google.com>, "public webgl" <public_webgl@khronos.org>
Sent: Wednesday, July 17, 2013 1:03:47 AM
Subject: Re: [Public WebGL] GL_MAX_TEXTURE_SIZE power of two ?

On 2013/07/17 6:39, Jeff Gilbert wrote:
>  'OpenGL is right-handed'?)
BTW, OpenGL {,ES} without the fixed-function pipeline is not
right-handed. Clip-space & NDC space are  left-handed and always have
been. See the viewport transform and the default DepthRange and
DEPTH_TEST values (0→1 & LESS respectively). gl_position output by the
the vertex shader is in clip space. The reason people say OpenGL is
right-handed is because the standard projection matrices produced by
glOrtho, glFrustum, & etc. in the fixed-function pipeline, scale Z by
-1, thereby making eye (and world and object) space opposite to clip
space, i.e., right-handed.



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