You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
WebGL 2.0 compatibility is rising, so we may benefit.
One obvious benefit would be it's support for texture arrays or 3D textures, which would enable us to do a spatial controlled timeshifting filter.
Using more then one render output buffer can be used internally by some filters for better performance, and may be exposed in the form of multiple output filters, that would push one or more results on the stack.
-If it is possible to render to compressed textures, those could be used for larger buffers, eg. to raise the delay the timeshift effect can provide. Not clear if it is possible.
-User ArrayBufferObjects where possible may provide some speed up (eg. like for the mesh_displacement filter)
-Several extensions are obligatory now, so we could skip checks.
-Texture size is implicitely available in GLSL, so we get rid of several dx,dy uniforms.
Before implementing, get a sample of currently usable platforms if they are WebGL 2.0 compatible. We won't throw out too many systems again.
The text was updated successfully, but these errors were encountered:
WebGL 2.0 compatibility is rising, so we may benefit.
-If it is possible to render to compressed textures, those could be used for larger buffers, eg. to raise the delay the
timeshift
effect can provide. Not clear if it is possible.-User ArrayBufferObjects where possible may provide some speed up (eg. like for the
mesh_displacement
filter)-Several extensions are obligatory now, so we could skip checks.
-Texture size is implicitely available in GLSL, so we get rid of several
dx
,dy
uniforms.Before implementing, get a sample of currently usable platforms if they are WebGL 2.0 compatible. We won't throw out too many systems again.
The text was updated successfully, but these errors were encountered: