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drawElements #11

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unicomp21 opened this issue Jul 23, 2014 · 6 comments
Closed

drawElements #11

unicomp21 opened this issue Jul 23, 2014 · 6 comments

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@unicomp21
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Somehow, the user needs to be able to control the sizeof for the indices in drawElements. Perhaps a flag in Mesh? Currently we're limited to 64k indices, need to be able to handle larger meshes, ie UNSIGNED_INT

@rhulha
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rhulha commented Jul 23, 2014

It seems to be available only as a non standard extension: OES_element_index_uint
Do you know how common it is ?

@unicomp21
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Chrome and FireFox are both based on ANGLE, and support it. IE11 does not.

http://renderingpipeline.com/webgl-extension-viewer/

On Wed, Jul 23, 2014 at 11:22 AM, Raymond Hulha [email protected]
wrote:

It seems to be available only as a non standard extension:
OES_element_index_uint
Do you know how common it is ?


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#11 (comment).

@unicomp21
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They've been pretty good about fixing other limitations. I'm sure they'll
fix this one too.

Here's an old one ...
http://connect.microsoft.com/IE/feedback/details/797995/shader-size-limitation-in-webgl-is-too-small

On Wed, Jul 23, 2014 at 5:36 PM, John Davis [email protected]
wrote:

Chrome and FireFox are both based on ANGLE, and support it. IE11 does not.

http://renderingpipeline.com/webgl-extension-viewer/

On Wed, Jul 23, 2014 at 11:22 AM, Raymond Hulha [email protected]
wrote:

It seems to be available only as a non standard extension:
OES_element_index_uint
Do you know how common it is ?


Reply to this email directly or view it on GitHub
#11 (comment).

@unicomp21
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@rhulha
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rhulha commented Aug 7, 2014

Ok Ok, you convinced me :-) I added support for the OES_element_index_uint WebGL extension. Enable this with
new ChronosGL('#webgl-canvas', useElementIndexUint: true);

@rhulha rhulha closed this as completed Aug 7, 2014
@unicomp21
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Thanks Raymond!

On Thu, Aug 7, 2014 at 5:58 PM, Raymond Hulha [email protected]
wrote:

Closed #11 #11.


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#11 (comment).

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