[Public WebGL] MIP rendering in WebGL (integration of EXT_blend_minmax)

Benoit Jacob [email protected]
Thu Dec 13 08:26:40 PST 2012

As an application developer, you want to run on the platforms you care
As people responsible for the spec, we want to avoid adding any more
un-portability than necessary. Something will have to give; exactly what
will, depends on precisely how bad either way is.

Therefore it's very important for this discussion that you get to the
bottom of the idea proposed by Gregg: how bad is it actually, to
implement MIP rendering yourself with techniques doable with current
WebGL? How far can you reduce the overhead?


On 12-12-13 07:26 AM, Sébastien Jodogne wrote:
> Dear Gregg,
>> I'm not suggesting you shouldn't push for min/max blending. On the other
>> hand given < 1/3 of mobile supports it seems like you're likely to have
>> to wait for WebGL 2.0 which is easily 12-24 months away. So my point is,
>> there must be other creative ways to build the app you want to build
>> without waiting for that feature.
> Thank you much for your feedback and for your outline of a technical
> solution!
> As pointed out by Florian, I think that native support for min/max
> blending would have many direct applications. For this reason, I am
> convinced that WebGL should include this feature in future releases,
> for instance as an extension (for quicker release in cutting-edge
> browsers such as Firefox). According to this discussion, it indeed
> seems that my need is shared by a lot of developers. The iterative
> plane cast is at the same time slow and tricky when you come to the
> actual implementation... and it would not be very productive that
> several developers redevelop it from scratch all around the world.
> From my point of view, WebGL is not only important for mobile devices,
> but also for any Web application that is accessed from standard
> desktop computers. WebGL is indeed fully cross-platform thanks to its
> use of JavaScript and to its out-of-the-box support in Firefox/Chrome.
> You just have 1 target to support as long as the GUI is concerned,
> which directly leads to huge economies of scale.
> It seems to me that the potential of WebGL as a cross-platform tool
> for visualizing 3D scientific data is very important (think of medical
> imaging, CAD, physics simulation,...). As far as medical software is
> concerned, the emphasis is currently more and more put on Web-based
> solutions that are immediate to deploy in an homogeneous park of
> desktop computers. So, the weak proportion of mobile devices that may
> currently benefit from min/max blending should not hide the fact that
> almost any desktop computer can immediately benefit from it.
> Cheers,
> Sébastien-
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