[Public WebGL] GL_OES_element_index_uint

Kenneth Russell [email protected]
Thu Feb 10 16:03:49 PST 2011


On Thu, Feb 10, 2011 at 3:57 PM, Jonathan Feldstein <[email protected]> wrote:
> Hi Ken,
>
> Thanks for the quick reply. I guess I'm a touch confused. Doesn't the whole extension concept imply that not everyone needs to implement them? Case and point you just mentioned that this extension is supported by Google but not Apple on the iPhone and iPad platforms for OpenGL ES 2.0.

While that is true, there's a strong desire in the WebGL working group
to avoid fragmenting the developer landscape by adding official
extensions (such as those adopted from the OES namespace) that are
unsupported on a large class of hardware.

A vendor would be more than welcome to add an extension to their WebGL
implementation (RIM_element_index_uint?) and try to garner support for
other vendors to implement it as well.

-Ken

> All the best,
> - Jonathan Feldstein
>
> -----Original Message-----
> From: Kenneth Russell [mailto:[email protected]]
> Sent: Thursday, February 10, 2011 6:36 PM
> To: Jonathan Feldstein
> Cc: [email protected]
> Subject: Re: [Public WebGL] GL_OES_element_index_uint
>
> On Thu, Feb 10, 2011 at 2:52 PM, Jonathan Feldstein <[email protected]> wrote:
>> After playing around with WebGL one thing that I noticed was that the
>> specification seems to be missing the ability to create 32-bit index
>> buffers. OpenGL ES 2.0 has the ability to enable this with the:
>> GL_OES_element_index_uint extension.
>>
>> 65536 possible index values doesn't really seem like enough values for
>> today's games. People will be forced to split their index values into
>> multiple arrays of data. Would it be possible to add this extension, or is
>> there a good reason that it is currently absent?
>
> I don't think the WebGL working group has discussed this extension.
> However, after doing some searching, it looks like while Android
> hardware has widespread support for it, it isn't supported on any
> current iOS hardware, iPhone or iPad. We want WebGL content to run
> identically across desktop and mobile hardware, so in my opinion the
> lack of support on iOS makes adding it to the WebGL extension registry
> a non-starter.
>
> -Ken
>
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