- From: Aleksandar Stojiljkovic via GitHub <sysbot+gh@w3.org>
- Date: Wed, 22 Feb 2017 15:20:11 +0000
- To: public-media-capture-logs@w3.org
@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. -- GitHub Notification of comment by astojilj Please view or discuss this issue at https://github.com/w3c/mediacapture-depth/issues/57#issuecomment-281699535 using your GitHub account
Received on Wednesday, 22 February 2017 15:20:47 UTC