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Re: [Public WebGL] Getting FF4 to use ANGLE

Thanks for the answer Vlad.

What about WebGL on the Android version?



On 16/11/2010 04:20, Vladimir Vukicevic wrote:
You can install an extension for ANGLE (relatively recent angle + some patches for some ANGLE bugs) from http://people.mozilla.com/~vladimir/misc/angleproject.xpi .  No restart needed after the install.  It should be coming into the core fairly soon.

   - Vlad

----- Original Message -----

I'm trying to see if I can get WebGL content to run accelerated on my
notebook computer (Panasonic Let's Note with a 1.06GHz Core2 CPU, an
on-board Intel GMA 950 graphics chip and DirectX 9). The GL driver for
this chip is reputedly not good so I want to try ANGLE. I got the
latest Minefield build (4.0b8pre). webgl.mochitest_native_gl is at the
default "false" setting. I thought this would mean it would use ANGLE
but I haven't had any luck running any of the demos from the wiki.
Most indicate inability to obtain a webgl context but at least 1 just
gives an empty page.

How do I force FF to use ANGLE?

P.S. Does the Android version of FF4 support WebGL yet?


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