The difference between OpenGL and WebGLThe argument could be flipped around: a major goal of WebGL is portability by default; requiring a color depth that is higher than the standard color depth of most mobile devices is not what one would expect from this portability perspective.OpenGL: Expose a native platform dependent graphics API to CWebGL: Expose OpenGL in as much as possible in a platform independent API
On Wed, Jul 11, 2012 at 6:05 AM, Julian Adams <firstname.lastname@example.org> wrote:
Unity 3D (for example) defaults to < 8 bits per pixel on iOS, with the option to run at 8 bits per pixel. I've not noticed any issues with our game running like that, and neither has our artist. That's across iPhone 3GS, iPhone 4, iPad 1,2 and 3. There's some performance hit for the higher bit depths, even on expensive hardware. Personally I'd prefer a compliant WebGL implementation not to force a performance drop comapred to native OpenGL, although I can see it makes testing harder.
JoolsOn 11 July 2012 06:27, Mark Callow <email@example.com> wrote:
On 11/07/2012 04:51, Gregg Tavares (社用) wrote:It's not about a crappy GPU. It's about memory & bus bandwidth, power and whether or, more likely, not the screen can display all those colors.
Then honestly I'd prefer to see WebGL not on those phones and hopefully that will be one more reason not to buy them. Who ever made that phone shouldn't be rewarded for making a crappy GPU. Let's not go backward. That's just my opinion though.
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