Archive for the ‘Browsers’ Category

Software rendering

A while back, Vladimir Vukićević updated the OSMESA32.dll build he’s created for people to use on Windows machines that use software rendering, so that it would work with recent builds of Firefox. I’d been intending to test it on my Intel-graphics machine for a while, but it was in storage and a pain to [...]

Video: WebGL on the Nokia N900

Last week, a firmware release made WebGL available by default in the built-in browser on the Nokia N900 smartphone. I’ve put together a video of some of the N900-compatible demos that I listed yesterday. Apologies for the terrible camerawork!

It’s worth saying again that, as far as I can tell, WebGL being live in [...]

Nokia N900 WebGL support

I’ve spent a while playing with WebGL on the Nokia N900 smartphone. It sounds like its inclusion in the 1.2 release of the phone’s firmware (which happened last week) was a surprise to the Mozilla team, which would explain why we’ve not seem any publicity… So, given that the developers don’t think it’s [...]

Firefox and Mesa

Recently, the Firefox team updated their support for software rendering so that they use the standard Mesa library that’s distributed with most Linux variants.
As far as I understand it, Mesa can be compiled to have all of its OpenGL functions start with “gl”, which is the default (and follows the OpenGL specification), or with “mgl”, [...]

Retrospective bugfixes for the lessons

Don’t worry, the lessons will continue shortly! Things have been a little hectic with my day job recently, but I hope to be able to write up lesson 16 over the weekend.
In the meantime, some bugfixes to the older lessons, in particular those after lesson 11:

Chromium expert Ken Russell writes to point out that [...]

No WebGL in the Chrome dev channel — use Chromium instead

Alvaro Segura writes saying that it looks like they’ve switched off WebGL in the Chrome dev channel; I’ve just tried it out and found the same. A while back, Kenneth Russell recommended (on the public WebGL mailing list) that people using WebGL should use the Chromium nightly builds rather than the dev channel, and [...]

Context name change with the new draft spec

The new draft spec of WebGL changes the name we use to get the context from the canvas; it used to be moz-webgl for Mozilla or webkit-3d for WebKit. The new standard is experimental-webgl, which the current nightly builds of Firefox seem to use (though they also seem to support the old name), but [...]

WebGL enabled for Windows on the Chrome dev channel

[uPDATE if you're here looking for instructions on installing a WebGL-enabled version of Chrome, the best place to look is this post here.]
I’ve not seen any announcement of this, but when I started my Chrome Dev Channel release today (with the –enable-webgl –no-sandbox flags set, of course), I got a new version, 4.0.249.0, which seems [...]

Lesson 0: Getting started

Lesson 1 >>
[This post has been updated several times since it was originally written, as things have moved on a bit... information is correct as of 16 August 2010.]
The first step in trying out WebGL is to get a browser that supports it; WebGL is supported in development versions of all of the main [...]

Subscribe to RSS Feed Follow me on Twitter!