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Re: [Public WebGL] IE 11
Let's not jump to the conclusion that Microsoft will never fully
support the WebGL specification. It is clear that the implementation
in IE 11 is incomplete. The majority of demos I tested with it didn't
work because of some entry point or another simply being
unimplemented. Microsoft stated in the WebGL BOF at SIGGRAPH that they
know their implementation is incomplete, and they're prioritizing what
missing pieces to fix.
At the same time, yes, the WebGL community should collectively reach
out to Microsoft to point out use cases that don't work. I suspect
they will realize that the entry points they've stated they have no
intent to support (like VertexAttribf[v]) are not difficult to
emulate, and are required for some applications.
Finally, from talking with Ben Constable at SIGGRAPH (Principal
Engineer on IE and author of its WebGL implementation), Microsoft has
good ideas about how to specify whether a given shader is going to run
on a given piece of hardware, and defining performance characteristics
of the GPU. I am looking forward to collaborating with them to improve
the WebGL spec.
On Wed, Jul 31, 2013 at 10:36 AM, Brandon Jones <firstname.lastname@example.org> wrote:
> It seems to me like the most effective thing at the moment may be to try and
> mobilize WebGL developers to contact Microsoft with real-world apps/demos
> that indicate a need for API "X". I'd imagine that if enough developers
> wrote in eventually the entire API would worm it's way onto Microsoft's
> "priority" list.
> And, if after all that some APIs just don't see much or any demand, it's
> honestly probably not a crisis is MS excludes them. I'm all for supporting
> the standard as is, but there is something to be said for not spending
> resources supporting a function call only 3 developers have ever tried.
> On Wed, Jul 31, 2013 at 10:26 AM, Ben Vanik <email@example.com> wrote:
>> (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 <firstname.lastname@example.org> 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?
>>> 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.
>>> On Tue, Jul 30, 2013 at 5:19 PM, Mark Callow <email@example.com>
>>>> 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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