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Re: [Public WebGL] Removal of glTexImage3D entry point?
You make good points about not arbitrarily subsetting OpenGL ES 3. The thought in the WebGL working group at the time was something along the lines of: it would have been far better if mutable texture allocation functions had not been present in the first place (far simpler texture validation logic, etc.); and since 3D textures were being newly introduced, there was an opportunity to avoid widespread usage of an undesirable entry point. (We considered dropping TexImage2D in WebGL 2, but that would have broken basically all applications.)
You're correct that it isn't simple to emulate TexImage3D on top of TexStorage3D and TexSubImage3D. However, one point is that it should not be difficult to change existing OpenGL ES 3.0 code to use TexStorage3D instead of TexImage3D. For the long term, it still might be a good idea to push developers in the direction of using the immutable allocation functions, and not providing TexImage3D in Emscripten's emulation layer.
More opinions please?
Thanks,
-Ken