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Re: [Public WebGL] Support precompiled shaders as extensions



On Mon, Nov 14, 2016 at 11:32 PM, Florian Bösch <pyalot@gmail.com> wrote:
  1. Because every platform does implement several flavors of compressed textures. No other platform than Windows could implement say WEBGL_dx_bytecode_shaders.
To be precise: No other platform than windows can implement WEBGL_dx_bytecode_shaders or any viable alternative to it. That's why it'd be a bad extension.