While I do not object to Florian's proposal to move these extension specs to abandoned and to concentrate on WebGL 2.0, I feel a need to point out a few issues in the above statements.
Yes. There is a significant technical issue with implementing WEBGL_color_buffer_float on top of OpenGL ES 2.0, which is that there is no ES 2.0 extension defining the behavior of color_buffer_float. There was an attempt to implement EXT_color_buffer_half_float and WEBGL_color_buffer_float both in ANGLE and Chrome a few months ago and the code was simply incorrect. Adding these extensions to WebGL 2.0 will be trivial because it's based on OpenGL ES 3.0, on top of which the underlying extensions are defined. I think that all WebGL implementers' time should be invested in WebGL 2.0 specification, conformance suite, and implementation work at this point, not adding more extensions to WebGL 1.0 implementations.
While there is no ES 2.0 extension, WEBGL_color_buffer_float
defines the required behavior for float32 as precisely as
OES_color_buffer_half_float does for float16. I see no technical
issue. The lack of an ES extension merely means that you would
never advertise WEBGL_color_buffer_float when running atop ES 2.0.
You would only advertise it when running atop desktop.
One of the failed/abandoned patches Ken pointed at in his later
mail refers to issues with ANGLE and DX11 supporting only R32F and
RG32F. That issue is going to have to be dealt with for WebGL 2.0
implementations on ANGLE. It is not cured because
OES_color_buffer_float exists for ES 3.x. In fact it might be
worse because the OES extension requires a bunch of sized internal
formats to be color-renderable not just an unsized format.
BTW, when you all implement WebGL 2.0 please ensure that linear
filtering of float32 textures is NOT accidentally enabled when
running atop desktop.
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