[Public WebGL] Public review of updated WEBGL_multiview extension proposal

Florian Bösch [email protected]
Mon Aug 21 04:16:46 PDT 2017


On Mon, Aug 21, 2017 at 10:02 AM, Olli Etuaho <[email protected]> wrote:

> In WebGL 1.0, only opaque multiview framebuffers can be supported. Texture
> array multiview framebuffers are available starting from WebGL 2.0.
>
Bit of a bummer since WebGL 2.0 has flatlined at ~30% and isn't growing and
WebGL 1.0 for now is the only feasible platform. The prevalence of the
OVR_multiview extensions on mobiles also seems particularly poor.


> You may have misunderstood the native OVR_multiview spec a bit. The
> baseViewIndex only affects which texture layers get affected by drawing
> commands. There can still only be one attachment per attachment point. So
> if you call
>
>
> int baseViewIndex = 7;
>
> int numViews = 2;
>
> FramebufferTextureMultiviewOVR(target, GL_COLOR_ATTACHMENT0, texture,
> level, baseViewIndex, numViews);
>
> it means that texture layers 7 and 8 will be drawn to. This should be
> evident from the pseudocode in the spec.
>

I see.

Some additional questions:

   - Does it work with depth textures?
   - Does it work with multi render targets?
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