Also, it looks like Chrome's experimental WebGL support currently
requires these command line arguments:

--enable-webgl (and, currently, --no-sandbox)

For details, see:  http://code.google.com/p/chromium/issues/detail?id=21852

On Nov 5, 11:36 am, dhhwai <[email protected]> wrote:
> This will be an off topic reply, but I think WebKit, including Chrome
> and Safari, is definitely heading towards WebGL for 3D rendering.
>
> WebKit has preliminary WebGL support in the nightly builds 
> (http://nightly.webkit.org/) and there is also ongoing work in Chrome
> to support the WebGL in WebKit.  I think Chrome has experimental WebGL
> support through the --enable-webgl command line parameter, and also
> these issues:
>
> http://code.google.com/p/chromium/issues/list?can=1&q=label:3D-WebGL
>
> On Nov 4, 4:52 pm, Ricardo Cabello <[email protected]> wrote:
>
>
>
> > Hello,
>
> > I've been working on a 3d engine that uses <svg> for rendering. Here
> > are two examples:
>
> >http://mrdoob.com/lab/javascript/polyfieldhttp://mrdoob.com/lab/javas...
>
> > I'm quite happy with the performance in Chrome/Chromium, it's
> > comparable to rendering 3D in Flash using Actionscript 2 API.
>
> > However, I wonder if there are an plans, or if it's even possible to
> > improve <svg> rendering speed.
>
> > I'm aware of O3D and WebGL, but I found <svg> interesting for the fact
> > hat doesn't need additional plugins and it's software rendered. (And
> > because I can't make WebGL run on Chromium/Linux yet... hehe).
>
> > Thanks!
> > --
> > Ricardo
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