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by exDM69
4333 days ago
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The major weakness in using textures as intermediate targets is the loss of precision from the texture formats as well as the intermediate values. OpenGL ES 2 (and thus WebGL) does not require a full 32 bit floating point pipeline, so the results may vary if you run on mobile devices (that are not the latest generation GL ES 3.x devices). 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. |
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This was probably to enable WebGL on mobile devices that would have otherwise been locked out, but it heavily restricted things on the desktop which for the most part would have OpenGL 4 capable GPUs these days.
However given that WebGL on mobile still mostly sucks anyway, not sure if going for the lowest common denominator was the right decision.