Hi everyone. I've asked a similar question in chromium-dev, then I realized here might be the better place to ask.
I'm trying to hack Blink (in Chromium) to embed a native 3D rendering engine behind Chromium. In addtion, I want it to shared the same context as the WebGL2 context of a Canvas. The problem is that OpenGL ES 3.1 features are disabled by default. For example, when I try to call GLES2Interface::CreateShader with GL_COMPUTE_SHADER, I got "GL_INVALID_ENUM: OpenGL ES 3.1 Required". That basically means, the features of GLES2Interface are the same as those already exposed as WebGL. I therefore wonder, is there an easy way to enable the OpenGL ES 3.1 features during Chromium building? Maybe using some gn args? Here is my project (without involving Chromium): https://github.com/fynv/Three.V8 The whole purpose of the attempt is to try to utilize the native OpenGL features which are not exposed through WebGL. But it looks like, if the GLES 3.1 features are enabled in GLES2Interface, they will also be exposed to WebGL. Is that the case? Thanks Fei -- You received this message because you are subscribed to the Google Groups "blink-dev" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/a/chromium.org/d/msgid/blink-dev/7ce0a611-68b0-4433-9dbb-7af6f8d74a6dn%40chromium.org.
