Any artificial limit on texture size in Firefox is there for a reason, generally security related, and cannot generally be safely lifted. We don't strictly limit to 4k without reason. We can only lift these restrictions if we can confirm that newer drivers have repaired the issues.
WebGL 2 supports msaa directly, though.
There's no easy way that I see in WebGL 1.0 to emulate MSAA offscreen renderbuffers or textures. These are supported on iOS and on desktop platforms that drive WebGL underneath. This coupled with the artificial 4K texture limit on textures in Firefox also makes supersampling much more difficult (requiring tiled renders of 2K or less on a system with 16K textures). I'm all for WebGL 2.0, but I hope these limitation in 1.0 are addressed with extensions and browswer updates.
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| Data exported | 3/27/2014 4:29:18 PM |
| Chrome version | Chrome/33.0.1750.152 |
| Operating system | Mac OS X 10.9.2 |
| Software rendering list version | 6.21 |
| Driver bug list version | 3.10 |
| ANGLE revision | 2451 |
| 2D graphics backend | Skia |
| Command Line Args | Chrome.app/Contents/MacOS/Google Chrome --flag-switches-begin --enable-devtools-experiments --flag-switches-end |
| Initialization time | 13 |
| Sandboxed | false |
| GPU0 | VENDOR = 0x10de, DEVICE= 0x0fe9 |
| GPU1 | VENDOR = 0x8086, DEVICE= 0x0d26 |
| Optimus | true |
| AMD switchable | false |
| Driver vendor | |
| Driver version | 8.24.9 310.40.25f01 |
| Driver date | |
| Pixel shader version | 1.20 |
| Vertex shader version | 1.20 |
| Machine model | MacBookPro 11.3 |
| GL version | 2.1 |
| GL_VENDOR | NVIDIA Corporation |
| GL_RENDERER | NVIDIA GeForce GT 750M OpenGL Engine |
| GL_VERSION | 2.1 NVIDIA-8.24.9 310.40.25f01 |