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Re: [Public WebGL] Swiftshader/webgl

Of course! You could just create a 320x240 canvas and stretch it with some CSS, I guess (I don't know anything about CSS but I expect that it works like that). If you want a pure-WebGL solution, you could render to a 320x240 texture attached to a framebuffer object and then render that to your real canvas.

You won't have to go all the way down to 320x240 to get useful performance from a good software renderer. With simple enough shaders, and a decent CPU, 640x480 @ 60 FPS is doable.


Is there a way to render 3d at something like 320x240 but then smooth stretch the image to something like 800x600?  For no gpu systems on winxp we'll need to be able to watch frame rate and rein in the computational intensity accordingly.