Very nice! Btw, the mention of Intel + uniform buffers reminds me of this Intel bug in native GL land:
1. Update a uniform buffer X. 2. Issue a draw command which uses X. 3. Update uniform buffer X to some new values. 4. Issue a second draw command that uses X. On NVidia GL drivers, the above works as expected in sequential order - the draw command on step 2 renders with the values from step 1, and the draw command from step 4 renders with the values from step 3. On Intel GL drivers instead, I have always observed that there is no synchronization between drawing and buffer updates. As a result, if these 4 commands are done back to back, what happens is that the uniform buffer update on step 1 has no effect, and both draws on steps 2 and 4 render with the values of the uniform buffer from step 3. I think that is a direct GL bug on Intel drivers, and I haven't seen a GL driver from them where it would have been fixed. This was all testing on Windows, and Intel HD 3000 and 4000. I don't know if newer Intel GPUs would have fixed that. 2016-09-24 16:34 GMT+03:00 Floh <[email protected]>: > Hi, > > I've put up a webpage with the Oryol samples using the new > work-in-progress WebGL2 render path: > > https://floooh.github.io/oryol-webgl2/ > > This needs Firefox Nightly or Chrome Canary (in Canary, WebGL2 must also > manually be enabled in chrome://flags/). If no WebGL2 support is available, > most samples will fall back to WebGL1. > > Next thing I want to do is to also have such a page for the more complex > 'extension samples' (currently here: http://floooh.github.io/ > oryol-samples/), and to add more feature-test samples for WebGL2 specific > features. > > Please be aware that uniform-buffer support is currently broken on Windows > with Intel GPU, most samples won't work, or even crash the graphics driver, > so use at your own risk :) > > The WebGL2 renderpath adds additional features on top of the WebGL1 render > path, and not all of this is currently implemented: > > - instead of granular glUniform calls, the WebGL2 render path uses a > 'global' uniform buffer and uniform blocks with std140 layout > > - new vertex-attribute- and pixel-formats (most notably the 10-bit packed > formats) > > - support for transform feedback (demo coming soon) > > - support for MSAA offscreen rendering > > What's planned: > > - multiple-render-target support > > - 3D- and array-textures > > - support for integer data types in shaders and the new integer pixel > formats > > - ETC2/EAC texture support > > - (occlusion) queries > > > Enjoy :) > -Floh > > -- > You received this message because you are subscribed to the Google Groups > "emscripten-discuss" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to [email protected]. > For more options, visit https://groups.google.com/d/optout. > -- You received this message because you are subscribed to the Google Groups "emscripten-discuss" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/d/optout.
