On Wed, May 7, 2014 at 6:19 PM, Benoit Jacob jacob.benoi...@gmail.com wrote:
The Implementations are free to return a context that implements a higher
version part violates the above requirement 1. in your email, The WebGL
working group wants web pages to opt in to the WebGL2 specific parts of
2014-05-08 5:53 GMT-04:00 Anne van Kesteren ann...@annevk.nl:
It seems like you want to be able to do that going forward so you
don't have to maintain a large matrix forever, but at some point say
you drop the idea that people will want 1 and simply return N if they
ask for 1.
Yes, that's
On Thu, May 8, 2014 at 12:56 PM, Benoit Jacob jacob.benoi...@gmail.com wrote:
WebGL is low-level and generalistic enough that it is not specifically a
3d graphics API. I prefer to call it a low-level or generalistic graphics
API.
Fair, forgot about that argument. webgles or some such might be
On 08/05/14 12:56, Benoit Jacob wrote:
(*plug*) this might be useful reading:
https://hacks.mozilla.org/2013/04/the-concepts-of-webgl/
Comedy. I just read that article, and thought this article is awesomely
useful. I then looked at the comments, and it turned out that the first
comment is from
On Thursday, May 8, 2014 5:25:49 AM UTC-4, Henri Sivonen wrote:
Making the Web little-endian may indeed have been the right thing.
Still, at least from the outside, it looks like the WebGL group didn't
make an intentional wise decision to make the Web little-endian but
instead made a naive
On 2014-05-08, 5:51 AM, Anne van Kesteren wrote:
On Wed, May 7, 2014 at 6:19 PM, Benoit Jacob jacob.benoi...@gmail.com wrote:
The Implementations are free to return a context that implements a higher
version part violates the above requirement 1. in your email, The WebGL
working group wants web
On 2014-05-08, 8:55 AM, Anne van Kesteren wrote:
On Thu, May 8, 2014 at 12:56 PM, Benoit Jacob jacob.benoi...@gmail.com wrote:
WebGL is low-level and generalistic enough that it is not specifically a
3d graphics API. I prefer to call it a low-level or generalistic graphics
API.
Fair, forgot
On Thu, May 8, 2014 at 1:40 PM, Ehsan Akhgari ehsan.akhg...@gmail.com wrote:
On 2014-05-08, 8:55 AM, Anne van Kesteren wrote:
On Thu, May 8, 2014 at 12:56 PM, Benoit Jacob jacob.benoi...@gmail.com
wrote:
WebGL is low-level and generalistic enough that it is not specifically a
3d graphics
2014-05-07 13:41 GMT-04:00 Boris Zbarsky bzbar...@mit.edu:
On 5/7/14, 12:34 PM, Ehsan Akhgari wrote:
Implementations are free to return a context that implements a higher
version, should that be appropriate in the future, but never lower.
As pointed out, this fails the explicit opt-in bit.
On 5/7/14, 2:00 PM, Benoit Jacob wrote:
The idea is that if getContext(webgl, {version : N}) returns non-null,
then the resulting context is guaranteed to be WebGL version N, so that
no other versioning mechanism is needed.
Sure, but say some code calls getContext(webgl, { version: 1 }) and
2014-05-07 14:14 GMT-04:00 Boris Zbarsky bzbar...@mit.edu:
On 5/7/14, 2:00 PM, Benoit Jacob wrote:
The idea is that if getContext(webgl, {version : N}) returns non-null,
then the resulting context is guaranteed to be WebGL version N, so that
no other versioning mechanism is needed.
Sure,
On Wed 07 May 2014 12:42:07 PM PDT, Benoit Jacob wrote:
2014-05-07 15:09 GMT-04:00 Ehsan Akhgari ehsan.akhg...@gmail.com:
We had a meeting about this today, and there is one big issue with my
proposal above. Because of the fact that extra dictionary members in the
contextOptions arguments
On Mon, May 5, 2014 at 11:07 PM, Dan Glastonbury
dglastonb...@mozilla.com wrote:
/Link to standard/: https://www.khronos.org/registry/webgl/specs/latest/2.0/
This looks really sad. For each new version of OpenGL, are we going to
have a new version of the API we end up having to support forever?
On Tue, May 6, 2014 at 2:00 PM, Gabriele Svelto gsve...@mozilla.com wrote:
On 06/05/2014 14:43, Anne van Kesteren wrote:
I suppose longer term we can map the older version to the newer
versions somehow, but that's still an awfully big API surface area to
maintain.
The wording of the spec
2014-05-06 11:04 GMT-04:00 Anne van Kesteren ann...@annevk.nl:
On Tue, May 6, 2014 at 3:57 PM, Thomas Zimmermann
tzimmerm...@mozilla.com wrote:
I think Khronos made a bad experience with backwards compatible APIs
during OpenGL's history. They maintained a compatible API for OpenGL for
~15
2014-05-06 12:11 GMT-04:00 Boris Zbarsky bzbar...@mit.edu:
On 5/6/14, 12:03 PM, Benoit Jacob wrote:
Indeed, the alternative to doing WebGL2
is to expose the same functionality as a collection of WebGL 1 extensions
I think Anne's question, if I understood it right, is why this requires a
On 5/6/14, 12:25 PM, Benoit Jacob wrote:
To what extent does what I wrote in my previous email, regarding
interactions between different extensions, answer your question?
I'm not sure it answers it at all.
With the example approach you suggested above, one would have to specify
extensions
2014-05-06 12:53 GMT-04:00 Benoit Jacob jacob.benoi...@gmail.com:
2014-05-06 12:32 GMT-04:00 Boris Zbarsky bzbar...@mit.edu:
On 5/6/14, 12:25 PM, Benoit Jacob wrote:
To what extent does what I wrote in my previous email, regarding
interactions between different extensions, answer your
2014-05-06 13:07 GMT-04:00 Boris Zbarsky bzbar...@mit.edu:
On 5/6/14, 12:53 PM, Benoit Jacob wrote:
Ah, I see the confusion now. So the first reason why what you're
suggesting
wouldn't work for WebGL is that WebGL extension my add functionality
without changing any IDL at all.
Sure, but
2014-05-06 13:15 GMT-04:00 Ralph Giles gi...@mozilla.com:
On 2014-05-06 9:53 AM, Benoit Jacob wrote:
By default, WebGL does not allow FLOAT to be passed for
the type parameter of the texImage2D method. The OES_texture_float
extension make that allowed.
I have trouble seeing how this
On Tuesday 2014-05-06 10:15 -0700, Ralph Giles wrote:
It looks like doing so would violate to webgl1 spec. An attempt to use
any features of an extension without first calling getExtension to
enable it must generate an appropriate GL error and must not make use of
the feature.
/Summary/: Bring more power of GPU to browsers by exposing OpenGL ES 3
features in WebGL 2.0
/Bug/: 889977
/Link to standard/: https://www.khronos.org/registry/webgl/specs/latest/2.0/
/Platform coverage/: Android, Desktop, Firefox OS
/Estimated or target release/: TBD
/Preference behind which
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