[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Public WebGL] Proposal to move WEBGL_compressed_texture_es3 to Draft

Wrong thread, sorry.

On Sun, Feb 22, 2015 at 9:10 AM, Florian Bösch <pyalot@gmail.com> wrote:
You shan't pour out the baby with the bath. Just because blendColor might be clamped, doesn't mean that blending doesn't work (or would be clamped).

For instance, if you enable blending, and set it to addtive (ONE, ONE), you have an accumulator. If you render to that render target with a floating point texture, this will merrily add unclamped. blendColor doesn't feature in this equation at all. The two most popular blending modes (addtivie and alpha blending) don't consider blendColor. And even if you have an equation configured that does use the blendColor, the result will not be clamped, even though the users specification of the blendColor might be.

On Sun, Feb 22, 2015 at 8:35 AM, Mark Callow <khronos@callow.im> wrote:

On Feb 22, 2015, at 4:00 PM, Florian Bösch <pyalot@gmail.com> wrote:

Wildfire games records every extension it sees. If it had encountered it, it'd be there. I don't have any machine on which ASTC extensions show up.

Ahh! I was misled by the fairly large number of extensions with 0% support. They are actually 0% after rounding.

According to https://www.semiwiki.com/forum/content/3169-astc-new-midrange-arm-mali-t720-gpu.html ASTC is supported by the ARM Mali-T720, Tegra K1, PowerVR Series6XT and Adreno 420. The source of the information is not described. All these companies have announced that they will support ASTC and, as a cross-platform solution, it is very likely to quickly build momentum. Therefore it seems a good idea to prepare a WebGL extension spec. now rather than waiting until ASTC is already in a large number of end-user devices.