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Re: [Public WebGL] OES_depth24



OK, merged mainly to move it to the rejected state for documentation purposes.


On Wed, Feb 4, 2015 at 6:51 AM, Florian Bösch <pyalot@gmail.com> wrote:
> Ken, if you could merge the proposal we can talk about moving it to
> rejected.
>
> On Tue, Jan 27, 2015 at 1:56 AM, Kenneth Russell <kbr@google.com> wrote:
>>
>> The https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/
>> extension already allows applications to allocate framebuffer objects
>> with a depth-texture attachment having 24 bits of precision. How
>> urgent is it to support renderbuffers with the analogous format?
>>
>> We're focused on getting WebGL 2.0 prototypes and conformance tests
>> out the door and I think that exposing this extension will be a
>> distraction. Adding a new extension to WebGL implementations is a
>> non-trivial exercise due to the large number of platforms and browsers
>> involved.
>>
>> -Ken
>>
>>
>>
>> On Mon, Jan 26, 2015 at 1:38 PM, Florian Bösch <pyalot@gmail.com> wrote:
>> > I propose to add the extension OES_depth24 to WebGL for these reasons:
>> >
>> > It's really the companion extension to depth textures since they enjoy
>> > about
>> > the same level of support (and depth textures support 24-bit depths)
>> > The frontbuffer on WebGL is already almost always 24-bit
>> > Framebuffer objects can only choose a 16-bit depth renderbuffer (and so
>> > are
>> > at a disadvantage)
>> > It is well supported on mobiles (around 92%)
>> > It has been core functionality on desktops since OpenGL 3.1
>> > It's defined on desktops since ARB_framebuffer_object (which is a
>> > prerequisite to FBOs)
>> > It's supported by Direct3D 9 (D24X8)
>> > Considerable time will pass until WebGL 2.0 can be as widely supported.
>> >
>> > A pull request has been prepared for review:
>> > https://github.com/KhronosGroup/WebGL/pull/831
>
>

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