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Re: [Public WebGL] EXT_shader_texture_lod



Missing leading zero on the month in the revision log, fixed: https://github.com/KhronosGroup/WebGL/pull/469


On Wed, Feb 12, 2014 at 12:42 AM, Kenneth Russell <kbr@google.com> wrote:
Thanks. Merged. Now visible at
http://www.khronos.org/registry/webgl/extensions/proposals/EXT_shader_texture_lod/

The date looks off; Florian, could you check?

Thanks,

-Ken


On Tue, Feb 11, 2014 at 1:53 PM, Florian Bösch <pyalot@gmail.com> wrote:
> Revised pull request here https://github.com/KhronosGroup/WebGL/pull/468
>
>
> On Mon, Feb 10, 2014 at 9:40 PM, Florian Bösch <pyalot@gmail.com> wrote:
>>
>> And tracked at http://webglstats.com/ as of now
>>
>>
>> On Mon, Feb 10, 2014 at 9:31 PM, Florian Bösch <pyalot@gmail.com> wrote:
>>>
>>> https://github.com/KhronosGroup/WebGL/pull/466
>>>
>>>
>>> On Mon, Feb 10, 2014 at 9:04 PM, Kenneth Russell <kbr@google.com> wrote:
>>>>
>>>>
>>>> Hi Vlad,
>>>>
>>>> Would you submit a pull request against
>>>> https://github.com/KhronosGroup/WebGL adding the extension proposal?
>>>>
>>>> Seems reasonable -- small impact, high opportunity for visual
>>>> improvement -- but implementers would need to trade off whether to
>>>> focus on adding this extension to their WebGL 1.0 implementations vs.
>>>> pushing ahead with WebGL 2.0, which will incorporate this
>>>> functionality automatically.
>>>>
>>>> -Ken
>>>>
>>>>
>>>> On Mon, Feb 10, 2014 at 11:40 AM, Vladimir Vukicevic
>>>> <vladimir@mozilla.com> wrote:
>>>> >
>>>> > Hi all,
>>>> >
>>>> > I'd like to propose that we uplift EXT_shader_texture_lod to a WebGL
>>>> > extension.  Supporting it enables significant visual quality for certain
>>>> > algorithms, but more importantly, it allows WebGL to match iOS quality.  It
>>>> > should be a rare case that we can't see at least iOS mobile level quality on
>>>> > desktop.   On other mobile platforms, support is spotty in ES2 (PowerVR only
>>>> > as far as I can tell), but it's required in ES3.
>>>> >
>>>> > I've filed a bug implementing this in ANGLE in
>>>> > https://code.google.com/p/angleproject/issues/detail?id=551 -- the
>>>> > implementation for d3d is relatively straightforward.
>>>> >
>>>> >      - Vlad
>>>> >
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>>
>