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Re: [Public WebGL] ARB_texture_storage for WebGL



I can give it a try.

10.09.2015, 02:09, "Zhenyao Mo" <zmo@chromium.org>:
> 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.

-- 
Kirill Dmitrenko
Yandex Maps Team

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