Vladimir Vukićević — Words
 

Archive for the 'Canvas 3D' Category



WebGL Goes Mobile

One of the goals of WebGL was always to enable the functionality on both desktop and mobile devices.  This is one of the reasons why OpenGL ES 2.0 was chosen as a starting point for the capabilities exposed by the spec. We’ve had support for WebGL in Firefox desktop nightlies for a few weeks now, [...]

WebGL introduces two interesting concepts that I think have application outside of WebGL, the CanvasArrayBuffer and CanvasArray WebGLArrayBuffer and WebGLArray. This is all subject to change, of course, though this is what the current Gecko (and others’) implementation looks like. In particular, the Canvas prefix in the names might change soon. Edit 12/2: these types [...]

Since my post on Friday, we landed a few fixes to improve our WebGL implementation and to fix a couple of bugs we discovered on Friday.  I’m looking forward to seeing what people do with WebGL, and how it can be useful on the web right now.  For example, EA/Maxis recently added COLLADA export of [...]

Last night, I checked in some more work from Mark Steele (who’s focusing on the Firefox WebGL implementation), and along with that, enabled WebGL in trunk nightlies.  (Finally!) If you’re not familiar with WebGL, it’s the evolution of work that Mozilla started a few years ago with experiments called Canvas 3D — essentially a way [...]

An updated version of the prototype Canvas 3D extension is finally available, with a good number of improvements.  Many of these came from Ilmari Heikkinen, who’s done some great work in fixing bugs and plugging holes/errors in the implementation.  Also, with this release, support for the OpenGL ES 1.1-based context has been dropped, in order [...]