Summary: | OpenGL shader based implementation of the SVG filters. | ||
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Product: | WebKit | Reporter: | Oliver Varga <voliver> |
Component: | SVG | Assignee: | Nobody <webkit-unassigned> |
Status: | RESOLVED FIXED | ||
Severity: | Normal | CC: | bfulgham, cmarrin, dino, Hironori.Fujii, kbr, krit, loki, peter, senorblanco, simon.fraser, syoichi, thorton, twiz, zherczeg, zimmermann |
Priority: | P2 | Keywords: | DoNotImportToRadar |
Version: | 528+ (Nightly build) | ||
Hardware: | Unspecified | ||
OS: | Unspecified | ||
Bug Depends on: | |||
Bug Blocks: | 68469 |
Description
Oliver Varga
2011-11-07 01:35:21 PST
Hi, I would like to ask you, if we can't rendering to a texture with GraphicsContext3D, what would you propse instead of the usage of GC3D. (We definitely have to rendering to a texture) Or perhaps I just didn't found the appropriate functions for it. Any idea, suggestion? GraphicsContext3D can absolutely render to a texture. You must allocate a framebuffer object and a texture, and attach the texture to an FBO. The Chromium port of WebKit uses the DrawingBuffer class as the back buffer for WebGLRenderingContext, which effectively does this behind the scenes. twiz@ recently added this code path. Apple ports would not want an OpenGL-based backend, but perhaps other ports would? |