WebGL around the net, 6 January 2011

Loads of links today!

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5 Responses to “WebGL around the net, 6 January 2011”

  1. mr.doob says:

    To be precise, the fragment shader demos don’t really use three.js. They are, in fact, dependency-free and as lightweight as possible :)

  2. giles says:

    Yikes, I missed that! I’ll update the post accordingly.

  3. steve says:

    I don’t feel that the article did a good job of comparing WebGL and Flash. The hardware features in Flash will be as compelling as WebGL and it will be stable as well.

    It’s not really about choice… it’s about default settings. So the default for 90% of the world who are on Windows PCs will be hardware Flash – along with the existing pool of Flash developers. The default for mobiles will be WebGL – along with the existing pool of HTML developers.

    I think that WebGL and Flash will both have their markets, as Microsoft isn’t going to be putting WebGL or ANGLE into Internet Explorer as a default option anytime soon. The result is that fully cross-browser websites will have a need to develop for both platforms for some time to come.

  4. EWGL says:

    Actually steve wouldn’t writing a compiler be something that will be used as It seems to me that molehill will be very similar in design as Webgl.

  5. steve says:

    @EWGL; yes it will be interesting to see if the ANGLE approach is applied to Molehill too.

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