Just wanted to thank all of the hard work on making WebGL a reality on so many browsers, and for all of the help and suggestions that I received on these forums. We've been trying to push the boundaries of what you can do creating a professional design tool in the browser with WebGL. Just thought many of you might be interested. Evan Wallace and I have been working on the rendering engine for two years, and it was quite a learning experience. Hope to share more about some of our rendering approaches once time slows down.
--
You received this message because you are subscribed to the Google Groups "WebGL Dev List" group.
To unsubscribe from this group and stop receiving emails from it, send an email to webgl-dev-lis...@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
Thanks Ken. The landscape for the GPU is changing so quickly with VR and the need for higher frame rates. That bodes well for the 2D applications like ours.I'm excited about WebGL 2, but was surprised when it stopped working on my 2010 PowerMac with Nvidia 330m. I felt like that was a reasonable minspec.
I've also worked a lot with console APIs, and wonder how the web will incorporate low-level DX12/Metal into a secure environment. A lot of the issues that remain for web apps aren't even WebGL related. WebGL seems pretty solid at this point, but could always expose more of the desktop features.One issues I see with web apps are a lack of consistent support for file and directory handling (Safari still doesn't have <a href=blob download> support. And the dialogs that do present themselves are not easily configured. As much as I appreciate a sandbox, it does get in the way if you still want to preserve files locally on your drive. Dropbox and other file/folder services basically route around the browser sandbox anyways.
The second big issue is pinch-zoom control. Safari and Firefox still don't have the pinch-zoom-to-ctrl-mousewheel intercept that Chrome does. Safari with our app and with Google Maps is just not the same experience you find elsewhere. I've communicated with Dean Jackson about that, and know it's on their rader.The third issue is being able to override the color-space and srgb conversions on images. This is trivial thing to do at the parser, but none of the browsers allow this. That means images import differently on each browser when they do and don't support the conversions. It would be better to be able to just tell the image decoders to hand back the raw bits.
Could you email me the contents of about:gpu from your machine off-list when the --enable-unsafe-es3-apis argument is passed to Chrome?
Please file bugs against browsers, including small test cases, to get these feature gaps filled. We can try to help to point out the highest-priority issues affecting apps like yours.
The UNPACK_COLORSPACE_CONVERSION_WEBGL pixel storage parameter is supposed to provide this control. Setting it to NONE is supposed to give you back the raw bits. Does this not work?Also, ImageBitmap is being shipped soon in Chrome because of some nice work by the Canvas team and soon it will support https://wiki.whatwg.org/wiki/ImageBitmap_Options which will basically let you get lower-level access to the decoder, without going through an HTMLImageElement. You'll be able to decode from a Blob and upload the raw bits to a WebGL texture.
On Dec 9, 2015, at 1:27 AM, Alecazam <al...@figma.com> wrote:Done. Seems like OpenGL 3.2+ should be enough of a desktop spec for WebGL 2. 4.1 is sort of end-of-life for GL on the Mac anyways and isn't as prevalent driver-wise (f.e. Intel).