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Re: [Public WebGL] Demos for Khronos WebGL repository



I'd definitely like to help - and I'm pretty sure I can make that
happen.  But I'd prefer to keep our plans quiet until we're a bit closer
to being done.

I'll send you details off-list.

What are the timescales here?

  -- Steve


Kenneth Russell wrote:
> All,
>
> During this week's WebGL working group conference call the fact was
> discussed that the current demo repository (
> http://www.khronos.org/webgl/wiki/Demo_Repository ) doesn't really
> reflect the state of the art of WebGL. Would any of you be willing to
> contribute demonstration code showing off what WebGL can do? Ideally
> the demos would be small, self-contained and flashy, and good starting
> points for learning WebGL. Jacob Seidelin's Worlds of WebGL or Charles
> Ying's port of Chocolux are two examples which come to mind.
>
> In order for us to be able to incorporate the code into the Khronos
> repository, we'd need the following:
>
>  - All of the resources would need to be able to be checked in to the
> Khronos tree. No external dependencies. Links to sites containing more
> up-to-date code, etc. would be fine.
>  - All code would need to be BSD licensed.
>  - All art assets would need appropriate licensing terms (presumably
> the Creative Commons "Attribution" license, for parity with the BSD
> license).
>  - The code would need to be fully compliant to the WebGL
> specification and not rely on any bugs or lack of input validation in
> current WebGL implementations. Ideally it would be well-commented to
> also act as a tutorial.
>
> We'll gladly offer commit access to the public WebGL repository to any
> contributor, which should ease updates of any contributed code.
>
> This would be a big help in making the coming launch of WebGL 1.0 a
> success. Thanks in advance for your help.
>
> -Ken
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