I believe that WebGL's ability to use GPU acceleration is dependent on the video driver and OS platform involved. IIRC, WebGL on Linux only uses GPU acceleration with a few proprietary (binary) drivers. WebGL's use of GPUs is much more available on Windows.

Of course, if you're running Windows on your laptop, none of that helps.

On 07/13/2012 03:17 PM, Nate wrote:
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/
    <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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