WebGL 2 and WebGL Extensions Roadmap
See original GitHub issueExtensions in Canary
- WEBGL_debug_shaders and WEBGL_debug_renderer_info - no longer require privileged access.
- OES_element_index_uint - already used by
createVertexArrayFromGeometry
, but could also be used by billboards and polylines that use vertex buffer directly. - OES_texture_half_float
- OES_texture_float_linear and OES_texture_half_float_linear for completeness.
- WEBGL_compressed_texture_s3tc - for glTF.
- EXT_frag_depth (still draft) - opaque ray-traced geometry, e.g., ellipsoids, sensors, etc.
Draft WebGL Extensions
- WEBGL_color_buffer_float and EXT_color_buffer_half_float for HDR (I think).
- WEBGL_compressed_texture_atc and WEBGL_compressed_texture_pvrtc - for glTF
- WEBGL_draw_buffers - first for combing
color
andpick
passes in a single pass. Later, with the post-processing framework, we can combine other passes likeglow
andvelocity
. Shadow and reflection passes will still be separate since they are rendered with different view parameters. - WEBGL_shared_resources - for multiple canvases, but not web workers?
Proposed WebGL Extensions
- ANGLE_timer_query, for profiling tools.
- WEBGL_compressed_texture_etc1 - for glTF.
- WEBGL_dynamic_texture - for video textures.
OpenGL ES 3.0 Features
- Multisampled Renderbuffers - AA without using FXAA.
- Half-float vertex attributes, i.e., GL_OES_vertex_half_float.
- Uniform buffer objects - for backing uniforms with buffers based on update frequency. Also see #649.
- Sampler objects - the Cesium abstractions already look like this to some extent.
- Immutable textures - reduce driver validation (EXT_texture_storage).
- Instancing, i.e., ANGLE_instanced_arrays, for batching geometry and models.
- Primitive restart - batch render line strips instead of individual lines.
- Transform feedback - perhaps for particle systems.
[ ] Program binaries - to reduce shader compile times.(Not in WebGL 2.0)
More on ES 3.0
More on WebGL 2.0
WebGL 2 Demos
Done
Issue Analytics
- State:
- Created 10 years ago
- Comments:48 (47 by maintainers)
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Top GitHub Comments
modernizeShader
is too slow. This is something we should address before defaulting to WebGL 2.