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Re: [Public WebGL] Volume Textures

We can argue about the current numbers but the trend is clearly that
phones and pads and netbooks are on the rise and more people will be using
the next generation of handheld game consoles for surfing.  All of those
kinds of device are engineered down to a price and to a battery budget.

Furthermore, WebGL is new - it's much easier to extend a specification in
the future than it is to restrict it once a bunch of websites are
depending upon it.

It would be very easy to make a specification that so few users could use
that developers would ignore it.  We have to be careful if we want this to
command enough market share to attract web site developers to use it.

  -- Steve

> I'm frustrated we are hamstringing the spec due to limitations on the
> mobile
> side.  The majority of web browsers out there are not being used on mobile
> devices.  Call me nuts, but this just doesn't make sense.
> Look at the Web clients table.
> http://en.wikipedia.org/wiki/Usage_share_of_operating_systems
> Percentage-wise mobile web clients don't amount to squat.
> On Tue, Apr 5, 2011 at 11:09 AM, Chris Marrin <cmarrin@apple.com> wrote:
>> On Apr 2, 2011, at 5:46 AM, John Davis wrote:
>> > >all of the extensions there are available on at least one OpenGL ES
>> implementation on mobile devices (iPhone).
>> >
>> > Chris,
>> >
>> > Why does the above matter if WebGL is never going to be available on
>> iPhone/iPad/AppleTV?  Why don't we focus on what IS available?
>> Are you just making a fatalistic complaint that you're unhappy with the
>> fact that iOS devices don't publicly support WebGL today? Or did you get
>> the
>> impression from me or someone else that iOS will never support WebGL? If
>> you
>> interpreted something I said in that way, then I apologize. No one at
>> Apple
>> can comment on if or when WebGL will be available on iOS. If you've
>> gotten
>> that information from a blog somewhere then you should ignore it (as is
>> a
>> general rule about bloggers and Apple rumors).
>> -----
>> ~Chris
>> cmarrin@apple.com

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