Hi Nick,
It's a little early to run something like Three.js on it, there's
still work to be done, some GL functions aren't fully implemented yet.
We haven't tried it out with Three.js yet, but that'll be one of the
next steps.
A quick hint on how to structure the JebGL integration. All calls to
getContext() should be done from within the callback supplied to the
jebgl() function, also as the canvas element might be replaced you
shouldn't use references to it that are created outside or before the
callback is fired.
I took a quick look at the Three.js code and you'd go about
structuring it something like this:
$(function() { // or whatever domready handler you use
function init() {
// ...lots of Three.js stuff
// the JebGL initialized canvas (which may be a Java applet at
this point)
// should be passed into the renderer
renderer = new THREE.CanvasRenderer({ canvas:
document.getElementById('display') });
// more Three.js code
// note that some of the functions called on the renderer might
fail for now
}
jebgl(document.getElementById("display"), function() {
init();
animate();
});
});
Remember to remove the Detector.webgl code which won't detect that the
applet fallback is in place.
Feedback is very welcome as JebGL still is in its infancy and we'd
like to get it stable as soon as possible.
-Lau
On Jun 14, 3:30 pm, RenegadeMaster <
renegademaste...@googlemail.com>
wrote: