- From: Tab Atkins Jr. <jackalmage@gmail.com>
- Date: Thu, 23 Aug 2012 07:41:20 -0700
- To: Sylvain Galineau <sylvaing@microsoft.com>
- Cc: "steve@sjbaker.org" <steve@sjbaker.org>, "public-fx@w3.org" <public-fx@w3.org>
On Thu, Aug 23, 2012 at 6:49 AM, Sylvain Galineau <sylvaing@microsoft.com> wrote: >> We need a single shader language standard because sooner or later, other >> web-based technologies such as SVG and <canvas> will require it. > > Ah, I see. 'We' need a single language, GL SL is a single language, therefore > we need GL SL. > > I think we're done with this part of the thread. Yes, please ignore the guy trolling. However, I don't think you've adequately answered *why* you think GLSL shouldn't be required. You've said that we should allow for expansion, so that future shader languages can be supported. Sure, that's reasonable. But that has nothing to do with what languages we require to be supported in the beginning. What is *wrong* with requiring GLSL as a supported language, but allowing extensions such that you can expose additional languages? Your last substantive email was in response to Dirk, where you repeatedly stressed the importance of developer choice in the matter, but never actually argued for why "1 required option, + additional choices" was bad. Can you elaborate? More importantly, can you explain why that is worse for developers than "you have to write all your shaders twice - once for IE and once for everyone else"? ~TJ
Received on Thursday, 23 August 2012 14:42:23 UTC