The more I look at what this guy has done, the more I find it objectionable and 
fraudulent. Depending on the your culture, he has enormous chutzpah or cajones. 
It takes a lot of them to call what he has done glsl.js; that's the fraudulent 
part. He's taken a small part of GLSL, which is specified by a internationally 
recognized standard, and tacked on a js tag. Contrast that to something like 
Mesa which is the OpenGL used on most linux implementations. Because the 
original mesa couldn't quite pass the OpenGL conformance tests, they were 
honest enough to give it another name, even though it was pretty close and 
implemented all of OpenGL. As I remember, they only failed a few conformance 
tests at the pixel level.

If I ignore that part and look at what he has done, it's really not very useful 
and not extendable. He uses only a fragment shader to manipulate a 2D canvas. 
Besides being questionable as to what's the point,
he really can't extend that model to 3D since then you'd need understand the 
whole pipeline and vertex shaders. The fact that he can develop an example 
application in a few minutes shouldn't be surprising when he developed the 
software.  I doubt a new user could do anything like that. I can develop 
applications in WebGL very quickly now but that doesn't prove much.

The part that Owen and I talked about putting into a small library, like the 
initialization of program objects, could be done fairly simply with a library 
as can most of the matrix/vector functions needed. The part I find most 
problematic is that I don't have operator overloading in JS so comparing 
functionality in the application with similar functionality in a shader is much 
more difficult than with C++ and OpenGL.

I've spent a fair amount of time with the WebGL Beginner's Guide by Cantor and 
Jones. It has a great selection of examples. My only problem with it is their 
decision to use a scene graph model with lots of classes to build applications. 
Although it usually doesn't get in the way of understanding most of WebGL, if 
you look at their examples, they load in 15-20 JS files for a single demo which 
makes it hard to figure out what part is standard WebGL and what part is theirs.

Ed
__________

Ed Angel

Founding Director, Art, Research, Technology and Science Laboratory (ARTS Lab)
Professor Emeritus of Computer Science, University of New Mexico

1017 Sierra Pinon
Santa Fe, NM 87501
505-984-0136 (home)                     [email protected]
505-453-4944 (cell)                             http://www.cs.unm.edu/~angel


On Feb 20, 2013, at 9:53 AM, Owen Densmore wrote:

> Ed and I were talking about a minimal webgl library, one that removes all the 
> annoyances of creating program objects, building attribute arrays etc.  But 
> not much more.  No "game" engine etc.
> 
> Glsl is a library attempting to do this sort of thing.
>     
> http://blog.greweb.fr/2013/02/glsl-js-a-javascript-glsl-library-dry-efficient/
> It is pretty limited but it does have a refreshing new approach.
> 
> The video is kinda nifty .. an editor and browser side-by-side and every 
> change in the program is immediately visible in the browser.
> 
>    -- Owen
> ============================================================
> FRIAM Applied Complexity Group listserv
> Meets Fridays 9a-11:30 at cafe at St. John's College
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