Re: [mediacapture-depth] Improve examples

@kenchris 
Unfortunately, seems that the second example is not going to be 
supported (upload 16 bit data to split R&G components).

Usage of floats mandates activating via extension (otherwise no way to
 use float and it is the only and seems like the best way):
in WebGL2: gl.getExtension('EXT_color_buffer_float');
in WebGL1: gl.getExtension('OES_texture_float'); (I also need to 
update the demo - thanks for pointing this out)

In WebGL2, EXT_color_buffer_float also brings a possibility to use 
single component float, with 4x lower bandwidth and much faster upload
 to texture consumption.

I don't know about the platform where these extensions are not 
supported.

Good point about multiline, will upload the demo. Thanks.

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Received on Wednesday, 22 February 2017 15:20:47 UTC