(opinions are my own, not my employers)What IE is shipping should be called 'WebGL Lite', if they are not going to be implementing the full spec.
Had they wanted to encourage the removal of these calls from the spec they should have participated earlier. Developers writing code will now have to worry about which features IE has arbitrarily chosen not to implement and as such will learn to avoid using them even though doing so may have been a perfectly sensible thing to do. It feels like a ham-fisted effort to force changes to the spec after it's been shipped without the involvement of Khronos and its members (who spent a great deal of effort making sure the spec was good) or the community.Can anyone help the IE team see reason here? I feel like they are hurting their image in what could have been their moment of triumph :/On Wed, Jul 31, 2013 at 4:50 AM, Daniel Koch <email@example.com> wrote:That seems kind of silly. There already is an existence proof out there that all the WebGL features can be mapped to D3D9 and D3D11 fairly reasonably… (and it's even open source if they need help figuring it out). Ah well, I suppose something is better than nothing?-Daniel
Microsoft's message at the moment is that it's an early developer preview and they are actively working on implementing more functionality before launch. They have also stated that they do not intend to implement every WebGL API (They explicitly called out vertexAttribf as an API they are planning to ignore as it doesn't map to D3D11 well), and are looking for developer feedback on which APIs should receive priority.--BrandonOn Tue, Jul 30, 2013 at 5:19 PM, Mark Callow <firstname.lastname@example.org> wrote:
I tried the IE 11 preview. The simple get.webgl.org cube works as does the slightly more complex one on khronos.org. However the WebGL aquarium does not. I get a cyan background and the menu but nothing else. I do not have time to investigate.
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