Re: ANGLE for OpenGL to WebGL

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Daniel Koch

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Jan 11, 2013, 12:35:24 AM1/11/13
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I don't understand what you are asking. 

ANGLE is an OpenGL ES implementation. Chrome and Firefox use ANGLE as the OpenGL ES renderer for WebGL on Windows.  The browsers do the conversion of the WebGL calls to OpenGL ES (or OpenGL, depending on which renderer is selected). 

Mozilla has explored tools to convert OpenGL applications to WebGL with Emscripten: see http://mozakai.blogspot.ca/2012/05/emscripten-opengl-webgl-conversion.html

Hope this helps,
Daniel

On Thursday, January 10, 2013 12:55:41 PM UTC-5, Jason H wrote:
Forgive the crazy nature of the idea I have, but I was wondering about enabling OpenGL apps to work in a browser via WebGL. I am not a GL person though I do understand the basics of OpenGL. How hard would it be to have ANGLE convert from one to the other?


Jason H

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Jan 11, 2013, 10:56:01 AM1/11/13
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I also want to note that if ??? is ever found or created, such an offering would be superior to OnLive because they do the video encoding and then stream it. Using ??? would allow for much slower links (after textures and models are transferred) since it is only gl commands and not full frames of video.

Benoit Jacob

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Jan 11, 2013, 10:57:56 AM1/11/13
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2013/1/11 Jason H <jaso...@gmail.com>
I have a legacy application that I want to make into a WebGL app. However I don't have access to the layer doing the OpenGL calls. I only have access to the code that is manipulating the objects which then make GL calls.

I would like to start the program and rather than have it create a local display, it'll serve WebGL commands to a browser supporting webGL. I then need some way of sending browser events back to the server. Very much like those streaming game services.  At least that's how I thought it could be done. Emscripten look like I can just compile the whole thing to JS and run that. Emscripten looks like it'll just compile the entire application to Javascript, which may not be the best performing route, but it might work.

Emscripten specifically converts OpenGL calls to WebGL calls.

Benoit

 
 

I was hoping that it was a matter of intercepting the DLL calls with ANGLE, then providing all model/texture content via HTTP, then getting the events from WebGL and posting theb back to the server, have the server task do the computation then send the GL commands to the WebGL client via ANGLE, etc. yes, I would need a process for every client. But I'm betting that the server's ability to process is as fast as the round trip time. it has to be reasonable be cause OnLive.com does it... somehow. I'm not tryng to go games, btu I am trying to enable QML applications to run in  a browser window.

It seems that ANGLE isn't really what I want then, since I want to do the opposite of what I'm tring to do.
OpenGL Server App -> ??? -> WebGL commands-> ANGLE -> client display; ??? is the piece I'm looking for.
Really I'm just tryign to do
OpenGL Server App -> client display; but going through the web so nothing needs to be installed on the client. But, liekly there will be features that are dropped. A stand-alone viewer of the server might work, but it wouldn't be zero-install.

It seems then that the browsers have the reverse mapping I'm looking for.

Do I make sense now?
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