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We would probably support color_buffer_[half_]float where available.
FWIW might be internalFormat/format/type RGBA32F/RGBA/FLOAT, but I could be wrong.
On Wed, Oct 22, 2014 at 8:55 AM, Benoit Jacob <jacob.b...@gmail.com> wrote:
In general, renderable formats in WebGL2 should be the same as renderable formats in ES3, so you should be able to look up the answer to such questions in the ES3 spec directly, and file bugs against WebGL2 implementations if they depart from that.Now looking at the specific RGBA32F format you're asking about, according to Table 3.13 in the ES 3.0.3 spec
There might be exceptions, but I'm not aware of any.
https://www.khronos.org/registry/gles/specs/3.0/es_spec_3.0.3.pdf
(page 130)it doesn't seem to be considered color-renderable.
On the other hand, RGBA32UI is color-renderable.
What I don't know is whether some WebGL2 extension to allow rendering to float texture is being considered. Maybe check mailing list archives or ask on public_webgl.
There is an extension proposed for this: EXT_color_buffer_float. This wraps the OpenGL ES 3 extension of the same name with no changes. The extension says
When this extension is enabled:
The following floating-point internal formats become color-renderable:R16F,RG16F,RGBA16F,R32F,RG32F,RGBA32FandR11F_G11F_B10F.
The extension can easily be promoted to draft, if one of the
WebGL 2 implementers is ready to implement it.
Use of unsized internal formats (e.g. RGB, RGBA) is not
recommended. However there is a table in the OpenGL ES 3.0 spec
giving the effective internal format for textures created using
unsigned formats. If the effective internal format is one of those
listed above, you can render to it.
@Jeff Dash Please do not implement
[WEBGL,OES]_color_buffer_[half_]float, unless of course you intend
to do so on a WebGL 1 implementation.
Regards
Ā Ā Ā Ā -Mark
NOTE: This electronic mail message may contain confidential and privileged information from HI Corporation. If you are not the intended recipient, any disclosure, photocopying, distribution or use of the contents of the received information is prohibited. If you have received this e-mail in error, please notify the sender immediately and permanently delete this message and all related copies.
What I don't know is whether some WebGL2 extension to allow rendering to float texture is being considered. Maybe check mailing list archives or ask on public_webgl.
Or simply check the WebGL extension registry. Doh!
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The color_buffer_* extensions are already at Draft status, and Firefox implements them for WebGL1 behind our draft extensions flag.
I'm glad to hear somebody has finally implemented
WEBGL_color_buffer_float.
Note that these extensions are not suitable for WebGL 2.0.
For portability, I would recommend doing high-precision RTT with fixed-point math and RGBA32UI. (or 16-bit, if that's enough)
Before going to this hassle, I would first find out how widespread support for EXT_color_buffer_float is on ES 3.0. As far as I know, all ES 3.x hardware is capable of supporting it. Availability, or not, is a commercial not technical issue.
Using RGBA32F isn't supported for `format`, I believe. It looks to me like an (internalFormat, format, type) tuple is valid if:
* `internalFormat` is a sized type, and it matches the effective internal format of (format, type).
* `internalFormat` matches `format`, but (format, type) specify a valid effective internal format.
Thus an RGBA32F upload would have an (internalFormat, format, type) of (RGBA32F, RGBA, FLOAT). If I'm misreading the spec here, let me know!
Which spec. are you talking about? RGBA32F textures can be
uploaded in ES 3.0 core using the above tuple. They are not
filterable though.
ES 2.0 does not support setting of internal format to a sized
type.
On 23/10/2014 02:41, Jeff Dash wrote:
There is an extension proposed for this: EXT_color_buffer_float. This wraps the OpenGL ES 3 extension of the same name with no changes. The extension saysWe would probably support color_buffer_[half_]float where available.
FWIW might be internalFormat/format/type RGBA32F/RGBA/FLOAT, but I could be wrong.
On Wed, Oct 22, 2014 at 8:55 AM, Benoit Jacob <jacob.b...@gmail.com> wrote:
In general, renderable formats in WebGL2 should be the same as renderable formats in ES3, so you should be able to look up the answer to such questions in the ES3 spec directly, and file bugs against WebGL2 implementations if they depart from that.Now looking at the specific RGBA32F format you're asking about, according to Table 3.13 in the ES 3.0.3 spec
There might be exceptions, but I'm not aware of any.
https://www.khronos.org/registry/gles/specs/3.0/es_spec_3.0.3.pdf
(page 130)it doesn't seem to be considered color-renderable.
On the other hand, RGBA32UI is color-renderable.
What I don't know is whether some WebGL2 extension to allow rendering to float texture is being considered. Maybe check mailing list archives or ask on public_webgl.
When this extension is enabled:
The following floating-point internal formats become color-renderable:R16F,RG16F,RGBA16F,R32F,RG32F,RGBA32FandR11F_G11F_B10F.The extension can easily be promoted to draft, if one of the WebGL 2 implementers is ready to implement it.
Use of unsized internal formats (e.g. RGB, RGBA) is not recommended. However there is a table in the OpenGL ES 3.0 spec giving the effective internal format for textures created using unsigned formats. If the effective internal format is one of those listed above, you can render to it.
@Jeff Dash Please do not implement [WEBGL,OES]_color_buffer_[half_]float, unless of course you intend to do so on a WebGL 1 implementation.
Regards
Ā Ā Ā Ā -Mark
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Let's promote the EXT_color_buffer_float extension to draft status now. It's required for WebGL 2.0 to have feature parity with WebGL 1.0, and the earlier it's available, the better for developers. Comments / objections?
I submitted a pull
request to move it to draft.
I am very much in favor of moving EXT_color_buffer_float to draft. The cleanup done in the pull request looks good.
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