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Webgl 2 and C2

PostPosted: Thu Oct 27, 2016 6:30 pm
by Danwood
@Ashley announced on Twitter webgl2 is coming with Chrome 56. My question is: are there potential direct beneficts for us C2 devs? I don't necessarly mean new features, but also optimizations and improvements.

Re: Webgl 2 and C2

PostPosted: Thu Oct 27, 2016 8:38 pm
by R0J0hound
Pretty much just a improvement with tiling non power of two (npot) textures. By improvement I mean it'll look better. Right now npot textures are stretched onto power of two textures before it can be tiled.

Re: Webgl 2 and C2

PostPosted: Thu Oct 27, 2016 11:31 pm
by Danwood
R0J0hound wrote:Pretty much just a improvement with tiling non power of two (npot) textures. By improvement I mean it'll look better. Right now npot textures are stretched onto power of two textures before it can be tiled.


Seems like something at least, i hope for optimizations as well :roll:

Re: Webgl 2 and C2

PostPosted: Fri Oct 28, 2016 6:36 am
by R0J0hound
There has been a topic on webgl2 before where Ashley indicated what could be used by C2 from webgl2. That texture thing was the main useful thing as I recal but otherwise nothing much else. I'd have to find the topic to get a better explanation.

Re: Webgl 2 and C2

PostPosted: Fri Oct 28, 2016 11:23 am
by Ashley
Yeah, really the main thing is that you can tile and mipmap non-power-of-two textures. This means tiled backgrounds should have better quality when they're not a power-of-two size. Basically it means you can ignore power-of-two sizes since they don't matter at all any more.

There are a few other internal tweaks that can be made to help speed up texture creation and such, but they probably won't make much of a noticeable difference. It's quite a lot of effort to refactor our code to use that as well, so we probably won't do that until a future revision of the runtime.

Re: Webgl 2 and C2

PostPosted: Fri Oct 28, 2016 7:44 pm
by Danwood
@Ashley Thanks for the explanation ;)