HTML5 Fluid Simulation in WebGL
haxiomic.github.io
haxiomic.github.io
I also find this a good test of Apple's bold claims about the speed increase in the latest version of Safari - and, true to what they say, it does seem smoother in Safari, at ultra-high, than in Chrome.
[.WebGLRenderingContext]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glDrawArrays: framebuffer incomplete (clear)
[.WebGLRenderingContext]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glDrawArrays: framebuffer incomplete (check)
WebGL: too many errors, no more errors will be reported to the console for this context.On Windows, Chrome uses the ANGLE middleware to implement WebGL. It's a layer that implements the OpenGL ES 2 API on top of Direct3D 9. That solves quite a lot of driver quality issues (at the cost of some overhead).
So the question is, which GPU/driver was being used on Linux.
This looks like either a driver bug or some unsupported combination of pixel formats.
Unfortunately, WebGL doesn't solve these compatibility issues that are inherent to OpenGL and running on a wide variety of hardware and drivers.
product: 2nd Generation Core Processor Family Integrated Graphics Controller
vendor: Intel Corporation
driver=i915I don't know if that's the cause of the issue you're seeing but don't expect to run any fancy 3D on Linux with that GPU.
WebGL spec requires certain of pixel formats to be supported but either the test case is using some combination that isn't guaranteed to be supported or the driver+hw combination doesn't actually support everything required by the spec.
Intel has made huge improvements since the days of the i9xx series of GPUs. They were miserably bad from a programmer's standpoint.
The framebuffer completeness check error is a result of some early confusion around the OES_texture_float WebGL/OpenGLES extension. Most browsers interpreted this as being able to both read from a floating point texture, as well as render to a floating point frame buffer. But some (mobile) GPUs can sample fp textures but not render to them. So later another extension was introduced to clean this up (WEBGL_color_buffer_float and others) which specifically handles rendering to fp render targets, while OES_texture_float is restricted to sampling textures. But this is not widely supported yet, and most desktop browsers still support rendering to fp render targets even they only expose the OES_texture_float extension in order to not break backwards compatibility. Because of this, some WebGL code which runs on desktop browsers breaks on some mobile devices even though the code 'properly' checks for extensions.
Looks really neat.
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch30.html
although the physics is discussed, you don't need to follow it deeply to implement it
Chromium 38.0.2071.0 (279972) works fine in whatever setting on a medium sized machine.
Still, maybe a little hint could work to improve usability in this sense?
http://awestronomer.com/lab/binA
I'm sure sure how well they work until I can get my hands on a device to test them on however
I'm hoping this goes more mainstream
Firefox: laggy on UtlraLow settings
I've wanted to get behind WebGL for so long but if it can't work as well as the OpenGL ES running on my phone then I will just have to wait and see if it gets any better.