In WebGL 1.0, only opaque multiview framebuffers can be supported. Texture array multiview framebuffers are available starting from WebGL 2.0. Creating depth/stencil textures is also possible in WebGL 2.0, so the need for depth-testing is covered. I'll clarify
this in the WEBGL_multiview proposal.
You may have misunderstood the native OVR_multiview spec a bit. The baseViewIndex only affects which texture layers get affected by drawing commands. There can still only be one attachment per attachment point. So if you call
int baseViewIndex = 7;
int numViews = 2;
it means that texture layers 7 and 8 will be drawn to. This should be evident from the pseudocode in the spec.
From: Florian Bösch <firstname.lastname@example.org>
Sent: Friday, August 18, 2017 4:46 PM
To: Olli Etuaho
Cc: Public WebGL (email@example.com)
Subject: Re: [Public WebGL] Public review of updated WEBGL_multiview extension proposal
P.S. I'm assuming of course that it's self evident that rendering with depth-testing (and hence the presence of a depth buffer) is something that's rather often what people will want to do.
On Fri, Aug 18, 2017 at 3:41 PM, Florian Bösch <firstname.lastname@example.org> wrote: