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