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Re: [Public WebGL] New Rendering Pipeline ?
- To: Chris Marrin <email@example.com>
- Subject: Re: [Public WebGL] New Rendering Pipeline ?
- From: Vangelis Kokkevis <firstname.lastname@example.org>
- Date: Tue, 24 Aug 2010 11:44:13 -0700
- Cc: public webgl <email@example.com>
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On Tue, Aug 24, 2010 at 9:30 AM, Chris Marrin <email@example.com>
There are also a small number of restrictions added to make it possible to use D3D as a backend for WebGL. I believe there was an intent to put such differences on the Wiki, similar to http://khronos.org/webgl/wiki/WebGL_and_OpenGL_Differences, but I don't see it.
On Aug 23, 2010, at 3:05 AM, Steve Baker wrote:
> WebGL is (essentially) built on top of either OpenGL, or OpenGL-ES - and
> behaves more or less exactly like OpenGL-ES.
> The rendering pipeline is therefore precisely the same as those graphics
> libraries. The only places where there are really any differences are
> at the API level:
> * Restrictions due to the fact we're running in a web browser (eg, for
> the moment, there are no OpenGL extensions).
> * Extensions to make things more convenient (eg the ability to load a
> texture from disk with a single command)
> than C/C++ (eg The Float32Array stuff).
They are in Section 6 of the WebGL spec, specifically 6.5 through 6.9 .
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