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Re: [Public WebGL] ARB_texture_storage for WebGL

> On Sep 9, 2015, at 7:13 AM, Kirill Dmitrenko <dmikis@yandex-team.ru> wrote:
> AFAIK it's already been implemented in ANGLE: underlying D3D texture object are created only when a draw call issued. But that's kinda diminishes the whole 'create textures upon init' thing: no matter what you do, a texture will be created during a draw call. Whereas texStorage* allocates corresponding D3D object "synchronously”.

Solving this problem is the reason tex_storage was created though not specifically for ANGLE.

From your initial post I thought you were looking for something that would let you change texture dimensions, format and mipmap levels at low cost whenever you wanted, something tex_storage does not solve. I think now that I misinterpreted your post.



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