vello_hybrid: Unify texture creation code in WebGL backend#1448
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laurenz-canva wants to merge 3 commits intomainfrom
Open
vello_hybrid: Unify texture creation code in WebGL backend#1448laurenz-canva wants to merge 3 commits intomainfrom
laurenz-canva wants to merge 3 commits intomainfrom
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laurenz-canva
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Feb 16, 2026
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| gl.tex_parameteri( | ||
| WebGl2RenderingContext::TEXTURE_2D, | ||
| WebGl2RenderingContext::TEXTURE_MAX_LEVEL, |
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Would this still be needed?
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Perhaps I am missing something obvious here, but I'm not sure I get why we were using different clamp/filtering modes for some textures? 🤔 If I'm not mistaken, we are only ever using direct texture loading, so it seems to me like it should be fine to always use the same mode? At least all WebGL tests still seem to pass, but please let me know if I'm wrong.
Other than that, this PR just puts all of that logic into a method to reduce code duplication. 🙂