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Re: [Public WebGL] WebGL working group - leadership
For what it's worth, I disagree with your evaluations. I think we're largely in a good place right now, and on a good trajectory.
I do not believe the WG has been a bottleneck for our WebGL implementation, at least.
There's a lot of work that goes on behind the scenes which goes unappreciated. When done well, a decent amount of this work is nearly invisible.
It's hard to put numbers on improved compatibility and conformance.
It's still reasonable input if you believe we should have a stronger focus on features, but we're certainly not in the pure feature race.
----- Original Message -----
From: "John Davis" <firstname.lastname@example.org>
To: "Tony Parisi" <email@example.com>
Cc: "Florian Bösch" <firstname.lastname@example.org>, "public webgl" <email@example.com>
Sent: Sunday, October 19, 2014 2:23:53 PM
Subject: Re: [Public WebGL] WebGL working group - leadership
Apologies, I can't help but think we can do better.
On Sun, Oct 19, 2014 at 3:03 PM, Tony Parisi <firstname.lastname@example.org> wrote:
> In my opinion, Ken is doing a fantastic job.
> One can measure the "progress" of a standard by its rate of adoption and
> its high degree of interoperability - both crucial for its success - just
> as much or more than the rate at which features are being introduced. WebGL
> is tops in both. This is in no small part because this group, led by Ken,
> has been stable and focused on conformance over adding features.
> What progress has been made in the last three years? WebGL is ubiquitous.
> That's enough for me. I can live without multiple render targets for
> another year...
> On Sun, Oct 19, 2014 at 9:01 AM, Florian Bösch <email@example.com> wrote:
>> On http://webglstats.com/ with about 7-8 million visits across its
>> contributing sites, I measure 90% desktops and 10% mobiles. For much of
>> 2012 and 2013 the trend for mobiles has been rising, but in 2014 it's
>> flagging somewhat.
>> http://gs.statcounter.com/ has Desktops at 62% and mobiles at 30% (the
>> rest being uncategorizable other things). The change from last year is
>> desktops -12% and mobiles +14%. Even assuming the trend'd continue
>> linearly, you'd look at years before you could "lay desktops to rest" as an
>> However I'd also not be happy with a situation where a machine that I can
>> stick in a GTX-980 that'll get about 1000x as much performance as any of
>> the latest smarphones, is something that can't run WebGL well. I think
>> that's counterproductive to WebGL.
>> On Sun, Oct 19, 2014 at 5:49 PM, John Davis <firstname.lastname@example.org>
>>> I would suggest we weigh the number of smart phones and tablets on the
>>> planet against the number of PC's. Think big picture, India, China, U.S.,
>>> On Sun, Oct 19, 2014 at 11:41 AM, Florian Bösch <email@example.com>
>>>> On Sun, Oct 19, 2014 at 5:33 PM, John Davis <firstname.lastname@example.org>
>>>>> Beginning with a clean slate is always easier. ES 3.1 is so
>>>>> different, it affords this opportunity. There is no backwards
>>>>> compatibility chain for existing developers. Everyone is starting again
>>>>> with a new API.
>>>> I'll prefer WebGL 2.0 because it's quite likely it'll arrive next year
>>>> (around 8 months) and it'll support a lot of desktop and mobile hardware.
>>>> WebGL 2.1 would probably not arrive next year and its support for desktop
>>>> and mobile hardware would be substantially lower than WebGL 2.0.
>>>> MANGLE is the hell you're speaking of.
>>>> A Web technology that doesn't work for most people is not very
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