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Re: [Public WebGL] ARB_texture_storage for WebGL



I've put together a proposal: https://www.khronos.org/registry/webgl/extensions/proposals/EXT_texture_storage/

10.09.2015, 14:31, "Kirill Dmitrenko" <dmikis@yandex-team.ru>:
> 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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-- 
Kirill Dmitrenko
Yandex Maps Team

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