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Re: [Public WebGL] Re: Device/Extension statistics

Remember not every device with OpenGL ES 3 compatible hardware actually supports it, since the OS must support it too. On Android this is only 4.3+. Google's own data shows ES 3 support on Android at about 30%: http://developer.android.com/about/dashboards/index.html

On 27 January 2015 at 07:38, Florian Bösch <pyalot@gmail.com> wrote:
On Tue, Jan 27, 2015 at 2:10 AM, Kenneth Russell <kbr@google.com> wrote:
The priority for the Chrome team, at least, will remain getting a
WebGL 2.0 prototype out the door. Major gaps in WebGL 1.0's
functionality that would be addressed by exposing extensions will
certainly be considered.
That's understood. I'm thinking a bit ahead of the (in my opinion lengthy) transition period in which WebGL 2.0 will be out, but WebGL 1.0 will still have to be supported by app developers (because it enjoys a much wider activation share), and plugging major gaps with extensions can ease that pain.