Thanks, that looks very useful to get an idea what could be widely used. Von: thatcher.ulrich@gmail.com [thatcher.ulrich@gmail.com] im Auftrag von Thatcher Ulrich [tu@tulrich.com] Gesendet: Freitag, 7. Januar 2011 16:21 An: Benoit Jacob Cc: public webgl; Gregg Tavares (wrk); Kornmann, Ralf Betreff: Re: [Public WebGL] Best practices questions Re capabilities, have a look at webgl-bench.appspot.com ; I'm collecting this kind of info and showing aggregates of it. The breakdowns are coarse but I think can be made finer as more data is accumulated. -T On Jan 7, 2011 1:57 PM, "Benoit Jacob" <bjacob@mozilla.com> wrote:
> >> Does anybody know if there are any plans to provide a table with >> theses values for different browser/platform/GPU combinations? Query >> all the limits would best praxis for sure. But game developers like >> such tables to have an idea what they could expect in the wild before >> starting to implement the engine and let the artists produce content. > > This is currently not WebGL-specific, it really only depends on the hardware, so for example this database would give you this data: > http://www.myogl.org/?target=database > >>> 2. The interface contains a huge number of constants with defined >>> values. To reduce script size and gain a little bit performances I >>> thought about pass directly the values instead of using the constants. >>> Is this a bad Idea? >> >> It's not a bad idea. The constants will not / can not change. > > You could keep using the constants in your sources and then, as a minifier, do a search&replace to replace them by their values. This way you keep your source readable. > > Benoit > ----------------------------------------------------------- > You are currently subscribed to public_webgl@khronos.org. > To unsubscribe, send an email to majordomo@khronos.org with > the following command in the body of your email: > unsubscribe public_webgl > ----------------------------------------------------------- > |