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Re: [Public WebGL] A Declarative node set for WebGL?

On 25/02/2010, at 1:03 PM, Gregg Tavares wrote:
Sure there are going to be some places that are slower than a built in scenegraph would but many of those can be solved by creative optimization of JavaScript and further performance enhancements of the various browsers' JavaScript engines.

Yes, I'm much more interested in being able to do bunches of matrix operations in hardware. Similar to this URL, but with thousands of matrices, rather than single large matrices.


It's almost doable now, but float texture is not universally available. There are tricks to extract floating point out of textures, but it's too slow to do them in Javascript. Building that support into WebGL would be more universally applicable?


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