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Re: [Public WebGL] Proposing moving WEBGL_compressed_texture_astc_ldr to draft

As far as i can see the hdr/ldr difference in terms of api and implementation effort should be zero. Hdr differs in internal compression format by higher endpoint precision, but this difference is transparent to an astc user.

Both the ldr and hdr extension would return the same extension object, effectively these extensions just carry a boolean value between them. This boolean value should come straight from the driver.

What is the reason not to introduce both hdr and ldr at the same time in webgl? Both gl and es untroduced them at the same time (the specs even point to the same document).

On Friday, August 7, 2015, Kenneth Russell <kbr@google.com> wrote:
Another extension WEBGL_compressed_texture_astc_hdr will be introduced
when it's ready. WEBGL_compressed_texture_astc_ldr only covers the low
dynamic range profile in
-- e.g. the extension string "GL_KHR_texture_compression_astc_ldr".


On Thu, Aug 6, 2015 at 3:55 PM, Florian Bösch <pyalot@gmail.com> wrote:
> How's the HDR/LDR profile support going to be differentiated? In OpenGL this
> extension has two name-strings indicating support for both or either of the
> HDR or LDR profiles.
> On Thu, Aug 6, 2015 at 8:53 PM, Kenneth Russell <kbr@google.com> wrote:
>> I'd like to propose moving
>> https://www.khronos.org/registry/webgl/extensions/proposals/WEBGL_compressed_texture_astc_ldr/
>> to draft status. This is an important compressed texture format to
>> support, and a prototype implementation is being proposed in Chromium
>> which we'd like to land. Are there any objections? Comments in
>> support?
>> Thanks,
>> -Ken
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