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Re: [Public WebGL] ARB_texture_storage for WebGL

We are working very hard to push out a working WebGL 2 prototype
before the end of year.

I agree it might be a good idea to expose TexStorage extension for
WebGL 1.  At least it can save memories on Windows with ANGLE backend,
because to create a texture at draw time in ANGLE, we have to maintain
a copy of the entire texture data in ram.

If someone can help draft a extension spec, that could probably speed things up.

On Wed, Sep 9, 2015 at 1:14 PM, Florian Bösch <pyalot@gmail.com> wrote:
> On Wed, Sep 9, 2015 at 4:51 PM, Kirill Dmitrenko <dmikis@yandex-team.ru>
> wrote:
>> Are there any arguments against keeping "copies" of WebGL 2 method as
>> WebGL 1 extension method?
> The main arguments against are:
> The functionality will eventually arrive anyway with WebGL2
> Because 1. and resources are tight so lets concentrate on 1.
> WebGL2 will not arrive shortly to everywhere. As the year draws slowly to a
> close, it becomes less likely we'll see any publicly released WebGL2
> implementation. WebGL2 implementations will arrive slowly, and updates to
> UAs that implement them will appear slower on some platforms than on others
> (Android, Edge and iOS will take forever).
> It is my estimate that it will take until 2020 before we'll see an
> activation rate > 80% for WebGL2.

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