With the release of Firefox 51, WebGL 2 support has landed! WebGL is a standard API to render 3D graphics in the Web. It is based on OpenGL ES, which is commonly used by mobile games. To date, we have been able to use WebGL 1 (based on OpenGL ES 2) to render fancy graphics into a <canvas> element. WebGL 2, however, is based on the OpenGL ES 3.0 specification, which introduces new features â many o
Today, weâre excited to announce that weâve begun development on experimental WebVR support in Microsoft Edge! WebVR is the next frontier in web graphics, enabling developers to create a wide range of truly immersive experiences for a variety of devices. Innovative and immersive WebVR content is already showing up on the web, and we expect to see even more coming as developers turn WebGL experienc
TL;DR: what a WebGL2 successor could look like and why it canât be âWebVulkanâ The topic of âWebVulkanâ as a WebGL2 successor is coming up from time to time, hereâs my 2ct since I also spend a lot of time thinking about what a modern 3D-API âfor the rest of usâ should look like. For the record: Iâm not associated with any browser, GPU or 3D-API maker, so this is purely from the âreceiving endâ per
This means that you can do a blur over a 9 pixel area using only 5 texture reads. Combining these optimizations, you go from 81 pixel reads for our 9-pixel-area blur to a total of 10. I had been experimenting with this in GPUImage within the GPUImageFastBlurFilter, but this is now at the core of my mainline Gaussian blur filter (and thus I've removed the GPUImageFastBlurFilter from the framework).
WebGL is a JavaScript API for rendering 2D and 3D interactive computer graphics inside a web browser. WebGL renders to the computerâs GPU (Graphics Processing Unit) so it can display complex images, animations, and physics simulations all super fast, inside a canvas element. WebGL programs consist of control code written in JavaScript and shader code written in GLSL. It is a web standard, designed
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I want to make webgl application (using ThreeJS) for Oculus Rift DK2. DK2 need to get 75fps rendering output for the best view. But I have problem with it: one PC output 75fps, another - 60fps only. My PC configs: PC1 (outputs 75fps) Intel Core i5 10Gb DDR3 GeForce GTX 650 Windows 10 Firefox Nighty with WebVR addon PC2 (outputs 60fps) Intel Core i7 16Gb DDR3 GeForce GTX 650 Windows 7 Firefox Night
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