[Public WebGL] Size of GL_FLOAT

Patrick Baggett [email protected]
Tue Jan 12 13:03:26 PST 2010


I think what he's trying to say is that if you had 8-byte floats but your
code assumed they were 4-byte floats, you'd end up with gaps in your data
stream and wrong offset/stride calculations, none of which is news.

On Tue, Jan 12, 2010 at 2:02 PM, Kenneth Russell <[email protected]> wrote:

> On Tue, Jan 12, 2010 at 12:30 AM, Carl van Heezik <[email protected]>wrote:
>
>> I see a lot discussion about the size of of GL_FLOAT. This is my opinion.
>>
>> There is only one person that needs to know what the size of a variable is
>> and that is the programmer that writes the program.
>> He needs to know if the variable is big enough for his application. A
>> fixed size on every platform, the same number of bytes and
>> preferable the same byte order is the best solution. If a hardware vendor
>> decides to put a float into a double that is his choice
>> but the interface for the programmer should be the same on every platform.
>> There should be no gabs in buffers!!! WebGL is
>> based on OpenGL ES 2.0 which is targeted to portable devices where every
>> byte counts. So please no gabs!! Waisting half the
>> memory because the hardware vendor uses a double instead of a float is
>> madness! Please keep things simple.
>>
>
> There is no intent to leave gaps in buffers. The only question is whether
> to allow the possibility of OpenGL implementations which map GLfloat
> differently. On platforms that map it to a single-precision floating-point
> value there will be no waste of space; adjacent values in a WebGLFloatArray
> will be tightly packed in memory.
>
> -Ken
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://khronos.org/pipermail/public_webgl_khronos.org/attachments/20100112/ac2bd2e2/attachment.html>


More information about the public_webgl mailing list