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RE: [Public WebGL] Best practices questions

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.


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
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