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Re: [Public WebGL] N-Body simulation on GPU

There have been discussions about this on the angleproject mailing list (http://groups.google.com/group/angleproject/browse_thread/thread/fbf08f0ab51ff26d).

Please also see Issue #95 http://code.google.com/p/angleproject/issues/detail?id=95

Contributions welcome.

On 2011-01-14, at 3:35 AM, Ben Vanik wrote:

Looking at the ANGLE code, MAX_VERTEX_TEXTURE_IMAGE_UNITS is hardcoded
to 0. Are there plans to support it in the future? (besides the
obvious reason of the extra effort) was there a reason it was omitted?
Thinking known compatibility issues, etc.

DX9 requires SM3 to use vertex textures and it looks like it wouldn't
be too hard to - when SM3 is present - support the samplers in the
vertex shaders.
Would people be interested/supportive of me getting this into ANGLE?
I've got some animation system work I'd love to do that could take
advantage of this, and have been itching to make some contributions to

Ben Vanik

On Fri, Jan 14, 2011 at 12:03 AM, Evgeny Demidov
<demidov@ipm.sci-nnov.ru> wrote:
OES_texture_float is implemented (a month ago) only in the nightly Chromium
10 yet. Unfortunately vertex_texture2D is not supported by WebGL yet and
works with OpenGL drivers only (You can make one more shortcut to Cromium
with --disable-glsl-translator --use-gl=desktop).

The script doesn't test Max supported texture size. How can I query this?

Hi Yevgeniy,

I apologize for the out-of-place question, but: Which browser(s) support
OpenGL? Because I couldn’t open your test page on any working final version
of any browser available? Is it available only on upcoming new/beta
versions? Thanks…

Shahriyar Imanov

                        Daniel Koch -+- daniel@transgaming.com
Senior Graphics Architect -+- TransGaming Inc.  -+- www.transgaming.com