It might be a problem with your video driver maybe not allowing WebGL to use GPU acceleration. I'd think the vendor's docs about the driver would say. I supposed it's also possible you need to update the driver - in case they enabled GPU acceleration support in a newer version.

Of course, if I recall correctly, Microsoft considers any kind of GL graphics "alien ware" and would much rather have applications use DirectX instead. At least it did in the many years back that I used Windows!

On 07/15/2012 05:47 AM, Nate wrote:
Yep I'm running on Windows. I wonder what the problem could be? Its a
shame because I think its great that panoramas (all graphical web apps
for that matter) can be developed without needing to rely on bulky
proprietary software.

On Saturday, July 14, 2012 9:37:29 PM UTC+1, GnomeNomad wrote:

    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/>
     > <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


--
Gnome Nomad
[email protected]
wandering the landscape of god
http://www.clanjones.org/david/
http://dancing-treefrog.deviantart.com/
http://www.cafepress.com/otherend/

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