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by rsp1984
4333 days ago
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If I understand it correctly a lot of the geometry effects build on the ability to do texture reads in the vertex shader (OpenGL calls it "vertex texture fetch"), a not much-noticed, but incredibly powerful feature of modern WebGL implementations.
The reason it is so powerful is because one texture can be used as a write target for the fragment shader and as a read target for the vertex shader, essentially creating a feedback loop that lives entirely on the GPU. Not all browsers support the feature though (check the MAX_VERTEX_TEXTURE_IMAGE_UNITS constant). Mobile devices could be problematic too since most (if not all) OpenGL ES 2.0-era devices don't support it in hardware. Still this is one of the most impressive WebGL demos I've seen. Fantastic stuff. |
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In proper OpenGL, you'd be able to use transform feedback to write in to buffers with no loss of precision. And using buffers is less limited than texture fetches in the vertex pipeline.
For applications where precision matters (ie. everything scientific), WebGL on GLES2 devices is a no-go. WebGL standardization should pick up the pace to better match the development of OpenGL.