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RE: [Public WebGL] WEBGL_debug_shader_precision extension proposal
I commented on implementing this as a JS library in my first message. Making it a WebGL extension is just the simplest way to expose this, since the functionality is easiest to implement by reusing the existing infrastructure in ANGLE. But if someone really
wants the emulation as a JS library, they would be free to emscripten-compile the relevant parts of ANGLE and use it that way.
The toggle would affect the behavior of compileShader(), so emulation could be enabled on a shader-by-shader basis.
From: Florian Bösch <email@example.com>
Sent: Thursday, November 6, 2014 3:04 PM
To: Olli Etuaho
Subject: Re: [Public WebGL] WEBGL_debug_shader_precision extension proposal