Hey Alex,

Thanks for making your code available. I had a look at it and I am 
impressed. I imagine it is very efficient because, as you said, it maps the 
correct texture pixel data to the viewport. I assume this means the texture 
pixel data that is not in the viewport is not being unnecessarily rendered. 
I can't as yet fully understand the GLSL code (reading up on it is on my 
to-do list) so I can't be too sure of what I'm looking at. So it has left 
me wondering why the frame rate is quite jumpy on my laptop when compared 
to the flash panorama implementation. Can webGL not take advantage of GPU 
acceleration? 

Thanks again,
-Nate

On Tuesday, May 29, 2012 1:11:34 PM UTC+1, Axel wrote:
>
> Hi Matthew, 
>
> I like your initiative to do something about the state of the 
> available web panorama viewers. If it weren't for those poor IE users, 
> it would be dead obvious, that WebGL is the way to go (and I have a 
> tendency trying to ignore those whenever I can ;)). I did some 
> experiments regarding WebGL and panorama viewing myself some time ago: 
>
>     http://lizardq.com/posts/experimental-webgl-panorama-viewer/ 
>
> Although, my focus was primarily on getting some HDR panorama viewing 
> feature onto our website. 
>
> You seemed to be interested in a low a footprint script. I have about 
> 400 lines of js and another 120 GLSL code (but admittedly using jquery 
> for convenience). The geometrical approach I used is different: there 
> is no textured 3D structure approximating a sphere and then looking at 
> it from the inside. I render a simple viewport sized quad and use a 
> fragment shader to find the proper pixel position in the source 
> texture for each pixel in the viewport. 
>
> You or anyone who is interested should be able to get a look at the 
> (uncompressed) code if you know your browser web debugging facilities. 
> If you think replacing tree.js with some GLSL code might be 
> interesting, let me know. 
>
>  - Axel

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