Platform/GFX/OpenGL Surprises: Difference between revisions
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[https://www.khronos.org/registry/gles/extensions/EXT/EXT_color_buffer_float.txt (spec document)] | [https://www.khronos.org/registry/gles/extensions/EXT/EXT_color_buffer_float.txt (spec document)] | ||
Written against ES'''3'''. It's tempting to think of EXT_color_buffer_float as the float32 equivalent of EXT_color_buffer_half_float, but this is untrue! EXT_color_buffer_float is the ES3 extension that allows both float16 and float32 rendering. | Written against ES'''3'''. | ||
It's tempting to think of EXT_color_buffer_float as the float32 equivalent of EXT_color_buffer_half_float, but this is untrue! EXT_color_buffer_float is the ES3 extension that allows both float16 and float32 rendering. | |||
==DrawBuffer== | ==DrawBuffer== | ||
WebGL1 with the drawbuffer extension allows access to gl_FragData in GLSLES1 shaders, but WebGL2 requires a GLSLES3 shader version in order to use gl_FragData. | WebGL1 with the drawbuffer extension allows access to gl_FragData in GLSLES1 shaders, but WebGL2 requires a GLSLES3 shader version in order to use gl_FragData. |
Latest revision as of 23:56, 19 February 2015
Floating-point Renderability
This stuff is a mess.
OES_texture_float and OES_texture_half_float
(spec document) (both are defined in the same document)
Written against ES2.
Allows specification of textures with a format/type of {RGB
,RGBA
,LUMINANCE
,ALPHA
,LUMINANCE_ALPHA
}/{FLOAT
,HALF_FLOAT_OES
}.
Only NEAREST
-based filter modes are supported. (OES_texture_[half_]float_linear allows LINEAR
filtering)
EXT_color_buffer_half_float
Written against ES2.
EXT_color_buffer_float
Written against ES3.
It's tempting to think of EXT_color_buffer_float as the float32 equivalent of EXT_color_buffer_half_float, but this is untrue! EXT_color_buffer_float is the ES3 extension that allows both float16 and float32 rendering.
DrawBuffer
WebGL1 with the drawbuffer extension allows access to gl_FragData in GLSLES1 shaders, but WebGL2 requires a GLSLES3 shader version in order to use gl_FragData.