Show HN: War and Peace and WebGL
wdobbie.com
wdobbie.com
Unfortunately, I think webgl performance has actually been getting much worse on Chrome. (Firefox has been fine).
WebGL is pretty exciting in what it makes possible, but it's based on the OpenGL ES2 spec from 2007 which is way out of date at this point, so the surface area of the hardware you can actually use is really limited, and various aspects of javascript lead to some really ugly performance compromises. This is partially why I'm pretty excited about web assembly -- I don't think it'll fix everything off the bat, but not having to go through javascript could be a really big win.
Why not a png ?
Edit: So after a quick test:
* glyphs.bmp 53.5 MB
* glyphs.png 7.6 MB
I guess it could be shrinked even more.
LZMA and Bzip2 both get it down to about 3 MB but I'd need to use a javascript decompressor.
What would improve it is when you zoom, with the mouse wheel or gesture if it would zoom in on the mouse cursor point rather than at the centre of the screen.
Doesn't work on iPad - just get blank pages.
You simply render your text as images and then apply the method already used by the image viewers.
Ubuntu Gnome, AMD open source driver
Chrome 47.0.2526.73 (64 Bit) Linux
What was the issue?
Now, reading the other comments, i wonder if there are any tools that help with diagnosing device capabilities? I don't have high hopes of integrating anything WebGL related in my projects due to these problems, so how can you make sure that WebGL code will work across devices?
Edit: How can you make sure you notice when it's not working?
https://www.dropbox.com/s/cvutftylbj77d8r/Screenshot_2016-01...
https://www.dropbox.com/s/u3qn9h5pgw2p671/Screenshot_2016-01...
https://www.dropbox.com/s/y4h93ycueykrjai/Screenshot_2016-01...