Some great stuff today:
- This is an brilliant idea: ANGLE, a [UPDATE Google-sponsored] open source library that implements the OpenGL ES 2.0 specification on top of DirectX. Lots of Windows users, people with laptops in particular, have been disappointed that when they tried to get WebGL running, their graphics cards’ drivers couldn’t support it, and they wound up having to run Minefield with software rendering — which is way too slow for anything but the most trivial WebGL pages. However, much of the time the problem wasn’t the graphics cards themselves — it was the fact that the drivers didn’t support OpenGL 2.1. All of the existing browsers require OpenGL 2.1 in order to run WebGL, but a lot of low-end graphics card manufacturers (I’m looking at you, Intel) don’t support 2.1 in their drivers. They do, however, support DirectX — most PC games are written to that library, and so it would be suicide for a graphics driver to not support it properly. This means that ANGLE can implement an OpenGL ES 2.0 interface on top of DirectX, and then the Minefield and WebKit teams can target ANGLE instead of OpenGL 2.1 — and WebGL will work everywhere. That’s the theory, anyway — and I wish the best of luck to the team developing it! [UPDATE here's the official announcement.]
- Looks like I wasn’t the only person giving a lightning talk about WebGL at recent Google meetups — here’s one in Japanese. I’m really impressed at how much the author managed to pack into those five minutes!
- Also for those who read Japanese: a C3DL demo showing how to load a COLLADA file (I think .
- Kevin Theisen writes to say that last night’s WebKit had antialiasing enabled. Unfortunately it sounds like they had to revert it almost immediately because of a bug, but this will be a big improvement to graphics quality when they get it sorted!