[Public WebGL] EXT_shader_texture_lod in WebGL2?

Maksims Mihejevs [email protected]
Sat Jan 21 04:32:31 PST 2017

WebGL 1 will stay very important for very long. If the gap between of
webgl1 and webgl2 is large, this just complicates everything. We already
seeing this, and it makes engine and app developers life much harder. As
they still have to support both for long time to come.

And more importantly, if any implementation is done, it has to be done not
using CPU path.
We've seeing already many enormous issues. For example MSAA with ANGLE has
CPU path, and is unusable at all, as performance drops insanely. ETC2 was
another case where CPU path was pushed a lot. And if this happens, for sake
of "best availability support", you then damaging performance and quality
so badly, that we even had to disable certain features in webgl2 simply by
checking "if ANGLE, then no MSAA".

We need not just feature availability in webgl2, but done with
responsibility and performance.

And we need webgl1 to progress. This is extremely important to allow webgl
developers to create content that truly works everywhere.

Webgl2 is not a globally adopted replacement of webgl1. It is an
enhancement and new features to end developer. But not a replacement by any

On 21 Jan 2017 9:17 a.m., "Florian Bösch" <[email protected]> wrote:

> Writing multiple renderpaths for multiple versions, that take full
> advantage of the capabilities of each version is very time-consuming and
> difficult.
> The easiest way to for developers to take full advantage of WebGL2 for the
> time being, would be to be able to "polyfill" features they'd like to use
> into WebGL1 that are found in WebGL2.
> By abandoning WebGL1, with a very fragmentary capability coverage to
> WebGL2, you're ensuring that WebGL2 adoption will be much slower than we
> all wish. That's because there's no easy way to "polyfill" the enticing
> features of WebGL2 into WebGL1. Although I don't think this should prompt a
> mass backporting effort, I do think this warrants continued effort to
> improve the existing WebGL1 capabilities across all UAs and maybe introduce
> more WebGL1 extensions for particularly sore spots (like 3D textures).
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