It's HW accelerated all right.
The config change with Firefox did not change anything.

My game works with Firefox 26.

With Ubuntu Chrome 32.0.1700.77 or Ubuntu Chromium 31.0.1650.63 I get:


XMLHttpRequest cannot load
file:///home/bram/apps/LittleCrane/JS/bin/tlctc.data. Cross origin requests
are only supported for HTTP.
tlctc.html:1<file:///home/bram/apps/LittleCrane/JS/bin/tlctc.html>
Uncaught NetworkError: A network error occurred.
tlctc.js:46<file:///home/bram/apps/LittleCrane/JS/bin/tlctc.js>



On Fri, Jan 24, 2014 at 4:00 PM, Alon Zakai <[email protected]> wrote:

> asm.js works very well on chrome too, and it should run in all other
> browsers as well, it is nothing more than (specifically structured)
> standardized JavaScript. Always worth trying stuff in multiple browsers in
> my experience, often one has a bug or slowness and it becomes clearer in
> comparison to the others.
>
> Regarding firefox, you may want to enable hardware acceleration in
> about:config (layers.acceleraton.force-enabled), that might make a
> difference.
>
> - Alon
>
>
>
> On Fri, Jan 24, 2014 at 3:52 PM, Bram Stolk <[email protected]> wrote:
>
>> Thx,
>>
>>
>> I use firefox 26 on Ubuntu.
>> (I use AMS.JS so I think I can only use firefox?)
>>
>> I will try to put it up on a server, as soon as I figure out how to
>> compress my js and data files, they are far too large at the moment, and I
>> understand that lzma is deprecated, and server side compression is
>> preferred.
>> I know very little about web servers, so have to investigate.
>> (16M js and 24M data. Ugh... )
>>
>> Bram
>>
>>
>>
>>  On Fri, Jan 24, 2014 at 3:46 PM, Alon Zakai <[email protected]> wrote:
>>
>>>  There are big differences in browsers here, which browser and version
>>> did you test in? Is there a url we could test as well?
>>>
>>> - Alon
>>>
>>>
>>>
>>>  On Fri, Jan 24, 2014 at 3:29 PM, Bram Stolk <[email protected]> wrote:
>>>
>>>>  Hi,
>>>>
>>>>
>>>> So I use a GLSL v1 shader with GLES2 and SDL.
>>>> I'm happy to report that in a small window mode, I actually hit 60fps
>>>> in the emscripted JavaScript.
>>>> That's awesome!
>>>>
>>>> Now, if I switch to full screen, my fps drops to 30.
>>>> Normally, this is not that strange: more pixels, means that the GPU
>>>> fill-rate can't keep up.
>>>>
>>>> But weirdly enough, the native version (c++) of my game can do 60
>>>> regardless of window size.
>>>> Even though I use exactly the same vertex and fragment shaders in both
>>>> the native and emscripted version.
>>>>
>>>> How could it be that the webgl version struggles with fill-rate, but
>>>> the native version is just fine?
>>>> It does not really make sense to me.
>>>>
>>>> Does the webgl version need to read back the entire frame-buffer to
>>>> bring it back into the browser or something?
>>>>
>>>> Is a full screen mode by a browser different from a native full screen?
>>>>
>>>> Thanks,
>>>>
>>>>  Bram
>>>>
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>>
>>
>> --
>>
>> "Programming today is a race between software engineers striving to build
>> bigger and better idiot- proof programs, and the Universe trying to produce
>> bigger and better idiots. So far, the Universe is winning." (R Cook).
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-- 

"Programming today is a race between software engineers striving to build
bigger and better idiot- proof programs, and the Universe trying to produce
bigger and better idiots. So far, the Universe is winning." (R Cook).

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