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Re: [Public WebGL] ARB_texture_storage for WebGL

The texStorage family of calls are introduced by these extensions:
They become core functionality in OpenGL ES 3.0 (and hence WebGL 2.0)

The reason these calls don't exist in WebGL 1 is because they are not core functionality in OpenGL ES 2.0, and because so far nobody asked for them or wrote an extension specification for them.

You could draft a WebGL extension specification to mirror EXT_texture_storage so that these calls could be implemented for WebGL 1.0. However UA maintainers have often cited resource shortage as a reason to strike down extension implementation, instead rather focusing on WebGL 2.0. I personally don't believe that to be a good argument against some functionality. If the problem is resource shortage, the solution isn't doing less, it's to acquire more resources.

On Tue, Sep 8, 2015 at 4:27 PM, Кирилл Дмитренко <dmikis@yandex-team.ru> wrote:


I'm digging into ANGLE and how it works. Recently I've read in the WebGL Insights book that ANGLE doesn't really like when an application
changes dimensions or mipmapping of a texture. If I understand it correctly, that is due to the fact that D3D doesn't allow to change texture parameters once it's created. Also, there is a note in the book that texStorage* calls allow ANGLE to overcome this problem (in other words, handle textures more efficiently). But why don't we have those calls as an extension to WebGL, i.e. ARB_texture_storage?

Kirill Dmitrenko
Yandex Maps Team

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