Marcin Ignac
Marcin Ignac
> Anything specific you want me to look at first? Currently i'm using WEBGL_depth_texture EXT_shader_texture_lod OES_texture_float (or OES_texture_half_float if not available) OES_texture_float_linear (or OES_texture_half_float_linear if not available)
Sounds good. On Tue, Apr 21, 2015 at 9:33 AM, Dean McNamee [email protected] wrote: > The annoying thing from my perspective is that getExtension is supposed to > return a...
Native (WebGL 2.0 way) OES_vertex_array_object works 👍🏻
Draw Buffers and gl_FragData works too. Outputting color, normal, light and final result in one draw. 
Is that preferred method over exposing native object via plask require?
Are there any resource / memory issues ? Is NSSound better in sound fx scenario e.g. sprite heavy game with 10 explosions and 40 bullets? — Sent from Mailbox On...
Renaming it to currentDuration in order to match currentTime sounds good. Don't need totalDuration. More useful would be currentTract / totalNumTracks.
I'm not sure if i want it to quit. What could be even better is to have error function along init, draw, so I can overwrite it if needed..
I like the idea of debug flag causing application abort on exception. Would you also wrap gl object into error checks under the same flag? On Thu, Aug 7, 2014...
> some APIs that expect the "real" gl object What's the difference? Are they messing up with gl member functions themselves? On Thu, Aug 7, 2014 at 8:05 PM, Dean...