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Re: [Public WebGL] Reject WEBGL_compressed_texture_atc?



Sounds reasonable.

When it comes down to it, we only care about s3tc, etc, pvrtc (for
iOS), and eventually astc.

On Thu, Feb 23, 2017 at 3:05 PM, Tarek Sherif <tsherif@gmail.com> wrote:
> I don't see a problem with this. We were considering supporting ATC
> textures, but found that a) there don't seem to be any good tools for
> generating them, and b) the GPUs that support ATC also support ETC1. So in
> the end, it didn't seem worth the trouble.
>
> Tarek Sherif
> http://tareksherif.net/
> https://www.biodigital.com/
>
>
> On Thu, Feb 23, 2017 at 6:00 PM, Kenneth Russell <kbr@google.com> wrote:
>>
>> Having watched Kai struggle to understand drivers' inconsistent behavior
>> with this extension, I strongly support rejecting it.
>>
>> -Ken
>>
>>
>> On Thu, Feb 23, 2017 at 2:26 PM, Kai Ninomiya <kainino@google.com> wrote:
>>>
>>> All,
>>>
>>> I'd like to propose that we reject the WEBGL_compressed_texture_atc
>>> extension.
>>>
>>> Apparently it was widely supported at the time the extension was created,
>>> but it looks like now it is no longer available on AMD (according to the
>>> OpenGL capabilities database & on my own machine) making it only possible to
>>> implement on Qualcomm devices. Since there are other, newer compressed
>>> texture formats available on Qualcomm, this extension seems pretty useless.
>>>
>>> The AMD_compressed_ATC_texture spec is very old and underspecified. This
>>> is creating quite a bit of maintenance work for the conformance tests and
>>> browsers - the tests fail currently on Qualcomm (the only platform where
>>> they're available), despite Qualcomm seeming to conform to the
>>> underspecified spec.
>>>
>>> Are there any objections to rejecting this extension?
>>>
>>> -Kai
>>> Chrome WebGL
>>
>>
>

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