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Re: [Public WebGL] Public review of updated WEBGL_multiview extension proposal



On Mon, Aug 21, 2017 at 10:02 AM, Olli Etuaho <oetuaho@nvidia.com> wrote:

In WebGL 1.0, only opaque multiview framebuffers can be supported. Texture array multiview framebuffers are available starting from WebGL 2.0.

Bit of a bummer since WebGL 2.0 has flatlined at ~30% and isn't growing and WebGL 1.0 for now is the only feasible platform. The prevalence of the OVR_multiview extensions on mobiles also seems particularly poor.
 

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;

FramebufferTextureMultiviewOVR(target, GL_COLOR_ATTACHMENT0, texture, level, baseViewIndex, numViews);

it means that texture layers 7 and 8 will be drawn to. This should be evident from the pseudocode in the spec.

I see.

Some additional questions:
  • Does it work with depth textures?
  • Does it work with multi render targets?