WebGL Capabilities Limitations
The cluster centers on discussions of WebGL's performance, browser compatibility, limitations compared to native OpenGL, WebGPU, and WebAssembly, and its viability for 3D graphics and games in browsers.
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Do you have a 15 seconds explanation on how that's going to be much better than WebGL?
With regards to canvas, I'm looking forward to WebGL. It is based on a robust API that has been in use for decades (OpenGL), tuned for speed on low-powered devices (OpenGL ES), with full programmability (GLSL).Browser support is still limited at the moment:* Firefox 4 beta has already enabled WebGL by default* Chrome beta has it turned on by default, I believe.* Safari makes it available through WebKit nightlies.* Internet Explorer is missing out, as usual.But think about where
This probably won't buy you anything. The API you still have is WebGL, and JS is not the bottleneck.
That looks pretty simple. Is there anything you're doing that wouldn't be possible in WebGL 1?
Why though? WebGL is already getting left behind for WebGPU.
How does WebGL compare to a native application?
WebAssembly with OpenGL could change this.
You mean end up reinventing a browser inside WebGL?
WebGL is a browser-specific technology - just like NaCl.
WebGL is only good for shader toy, ecommerce and Flash like games from 10 years ago.I wouldn't bet on a technology stack frozen in 2012 hardware capabilities, where I cannot be certain if the users can use my 3D renderings at all if they are misfortune enough to be on a mix of hardware, OS or GPGPU whose browser decided the best thing to do for user's safety was to switch to 3D software rendering.