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Yeah, D24S8 is the typical depth-stencil buffer format. That's also the most common format to have in your "default" framebuffer in OpenGL apps, but in this cas
by exDM69 11y ago
Yeah, D24S8 is the typical depth-stencil buffer format. That's also the most common format to have in your "default" framebuffer in OpenGL apps, but in this case there might be some WebGL-specific limitations that the author wants to avoid.
WebGL is still based on GLES 2.0 and if you go by the book, you probably need to account for a 16 bit D16 depth buffer without a stencil present. That's probably not a very common case in practice (except old mobiles), though....