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Re: [Public WebGL] opengl to webgl
- To: Asmi Shah <asmi.capri@gmail.com>
- Subject: Re: [Public WebGL] opengl to webgl
- From: Steve Baker <steve@sjbaker.org>
- Date: Fri, 04 Feb 2011 11:34:27 -0600
- Cc: public_webgl@khronos.org
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Well, the actual OpenGL stuff might not have to change that much. If
you used the old-school "fixed function pipeline" stuff - then you're
going to have to do a fairly complete rewrite to bring your OpenGL up to
"modern" standards. But if you're already using vertex arrays and
shaders, then it's mostly a matter of going from "glWhatever()" to
"gl.whatever()".
Because WebGL is based upon OpenGL-ES 2.0 (which is a subset of OpenGL
designed for mobile applications like cellphones) - you might find that
there are a few features that aren't available.
The biggest issue is that WebGL is a JavaScript API (so it can run in a
browser) and I very much doubt that you wrote your visualization in
JavaScript! There are a few tools out there (Google for "enscriptem",
for example) that will "compile" C or C++ into JavaScript - I have no
idea how good they are in practical applications though.
Good luck!
-- Steve
On 02/04/2011 09:58 AM, Asmi Shah wrote:
> Hi All,
>
> I have been using opengl for creating 3d visualization and now i want
> to integrate this rendering into a webpage. so i guess webgl is the
> answer to it.. now is there any way to use the same code to transfer
> it into webgl support from opengl ? how should i go about this?
>
> any help is appreciated.. thanks..
>
> --
> Regards,
> Asmi Shah
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