Comments (3)
Sorry for my misunderstanding.
What I knew later is that iOS Safari does not support even WEBGL_color_buffer_half_float.
So you can not initialize buffer by float or half float on your WebGL#bindOutputTexture.
So I think,
- Even non-pipeline usage may not work fine on IOS.
- WebGL 2.0 will resolve this issue.
Thank you for your efforts. I am looking for WebGL 2.0.
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Thanks for the feedback. Could you elaborate more on the scenario that generates the problem?
Here are my current understandings. If these deviate from your experience, please inform.
- Non-pipeline usage should be fine on IOS.
- Pipeline usage requires support for rendering to floating point textures.
I expect the second case to be resolved with implementation and widespread availability of WebGL 2.0. For more information see the Khronos Group WebGL 2.0 Announcement (more specifically, pages 8 and 14).
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Closing for now. Reopen if WebGL 2.0 doesn't address these issues.
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