[Public WebGL] Size of GL_FLOAT
Tue Jan 12 15:20:58 PST 2010
On Tue, Jan 12, 2010 at 3:12 PM, Chris Marrin <[email protected]> wrote:
> On Jan 12, 2010, at 3:08 PM, Kenneth Russell wrote:
> > ...We already specify the size of each type in the WebGLArray. That
> constrains what the vertex arrays can contain, which constrains the
> underlying OpenGL (or other) implementation. If a WebGLFloatArray contains
> 32 bit floats in every implementation and the VBO is sent in and defined as
> a buffer of FLOAT type, then WebGL constrains the type of FLOAT to be 32
> > This is one way of looking at it: that the WebGL spec implies constraints
> on the OpenGL implementation underneath, for example that it supports 32-bit
> floats as input data. Another way of looking at it is that WebGL conforms to
> the typedefs of the OpenGL implementation on the platform.
> > So wouldn't it be best to remove sizeInBytes() and replace it with
> constants for each supported WebGLArray type? This might be best done with a
> constant in each WebGLArray subtype (WebGLFloatArray.SIZE,
> WebGLUnsignedByteArray.SIZE, etc.).
> > Realistically I think that every OpenGL implementation out there will
> support the primitive data types currently in the WebGL spec, so it's OK
> with me if we make this change. I would suggest a name like
> WebGLFloatArray.ELEMENT_SIZE to be more clear about the meaning.
> ELEMENT_SIZE makes me thing of elements in an array, not bytes. Maybe we
> should just go with SIZE_IN_BYTES (as wordy as that is), or BYTE_SIZE? :-)
I don't like SIZE_IN_BYTES or BYTE_SIZE because we already have a method
called byteLength(). We should have an indication that we're talking about
the size of one element in the array.
What about ELEMENT_SIZE_IN_BYTES? ELEMENT_BYTE_SIZE?
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