-
```
UBOs still have a few issues for complete support:
* inactive UBO members should be pruned from the active uniforms list
* there's an open ticket on Khronos to see if we must support uniform bu…
-
```
The WebGL extension WEBGL_compressed_texture_es3 has moved to draft status and
may now be implemented.
```
Original issue reported on code.google.com by `pyalot@gmail.com` on 5 Feb 2015 at 7:50
-
```
FBO attachments can be from any texture layer in ES3 -- this complicates our
lives somewhat, but we must support it to be compliant. Our current
implementation also has some finickiness with inc…
-
```
See dEQP.functional.state_query.rbo.renderbuffer_component_size_depth
We must support 32-bit depth buffers for ES3, instead of forcing 24 bit depth
for every use case. Ideally we could map ES3 f…
-
```
FBO attachments can be from any texture layer in ES3 -- this complicates our
lives somewhat, but we must support it to be compliant. Our current
implementation also has some finickiness with inc…
-
```
See dEQP.functional.state_query.rbo.renderbuffer_component_size_depth
We must support 32-bit depth buffers for ES3, instead of forcing 24 bit depth
for every use case. Ideally we could map ES3 f…
-
```
The WebGL extension WEBGL_compressed_texture_es3 has moved to draft status and
may now be implemented.
```
Original issue reported on code.google.com by `pyalot@gmail.com` on 5 Feb 2015 at 7:50
-
```
UBOs still have a few issues for complete support:
* inactive UBO members should be pruned from the active uniforms list
* there's an open ticket on Khronos to see if we must support uniform bu…
-
```
UBOs still have a few issues for complete support:
* inactive UBO members should be pruned from the active uniforms list
* there's an open ticket on Khronos to see if we must support uniform bu…
-
```
The WebGL extension WEBGL_compressed_texture_es3 has moved to draft status and
may now be implemented.
```
Original issue reported on code.google.com by `pyalot@gmail.com` on 5 Feb 2015 at 7:50