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 --~--~---------~--~----~------------~-------~--~----~ Chromium Discussion mailing list: [email protected] View archives, change email options, or unsubscribe: http://groups.google.com/group/chromium-discuss -~----------~----~----~----~------~----~------~--~---
