I can't speak as an expert having just clicked on the webgl link to read
what the official brief definition of it is, but I'm going to wager a guess
that because the api is exposed through the dom, that means you could feed
it an xml file designed to work with it to create a singular scene, much
like how svg works.  That is, SVG and my speculation of webgl can use the
markup nature of things to produce still scenes with no animation, but a
little javascript can breathe a lot of life into it.  And with something
like ajax (I don't recall being corrected, so I'm going to use this word),
you can breath a *lot* of life into it.

Now, webgl is based on opengl ES 2;  I find this to be a point of concern.
Opengl ES 2 is the fixed-state-free api, much like a pure opengl 3
implementation depreciates the old fixed state stuff (though, venders may
optionally support it).  Sure, any gaming rig worth its salt has a modern
graphics card;  and if it's a linux machine, it has a modern Nvidia graphics
card;  and I'm pretty sure most smart phones support ES 2, though don't hold
me to that claim.  But a fair amount of modern machines that are otherwise
decently capable of accelerated 3d graphics (such as my i9whatever laptop I
bought approximately two years ago) do not support shaders, or they have
really primitive support for shaders (mine apparently supports a really out
of date interface for it, but good luck getting anything written today to
work with that).

Does anyone know what the statet of fixed functionality will be in webgl?
This is kind of important.


That being said, I am giddy as a school girl (one that is giddy) over the
prospects of this!  I think it would be amazing to have a really robust but
simple game engine python buzzword thing that ran serverside, and delivered
content expediently to a browser based client!

-Lunpa

On Tue, Jan 26, 2010 at 7:15 PM, Zack Buhman <[email protected]> wrote:

>  Wow, I had no idea that was part of html 5.  I thought that the movie tag,
> while not very well implemented right now (in firefox 3.6 at least for the
> moment) was kinda cool, but *damn* that ROCKS!
>
> While I don't claim to be an expert on  programming language
> theories/philosophies (or any sort of technological guru for that matter),
> but isn't the entire idea of html to be a *markup* language (and therefore
> non-turing complete?).  So my question is how would one make anything useful
> in WebGL?  I get the idea from very briefly skimming the spec that it uses
> some sort of "opengl-like" language embedded in the core of html (I suppose
> not too terribly different conceptually from javascript)?  How is this still
> html or relevant to the html specification then?
>
> Zack Buhman
>
>
> On 1/25/2010 5:50 PM, Tristam MacDonald wrote:
>
> On Mon, Jan 25, 2010 at 6:39 PM, Lunpa <[email protected]> wrote:
>
>>
>>  You might also take an interest in html 5's canvas element, though I
>> don't know how well supported it is currently.
>
>
>  Even better, html 5's canvas element has full OpenGL ES 2.0 support, via
> WebGL (http://www.khronos.org/webgl/).
>
>  Currently WebGL is only exposed in Firefox, Safari and Chrome nightly
> builds, but I would expect it to appear in the full releases in the near
> future.
>
>  See Inigo Quilez's fantastic in-browser shader editor (complete with many
> examples), for a taste of what is possible:
> http://www.gamedev.net/community/forums/topic.asp?topic_id=560206
>
> --
> Tristam MacDonald
> http://swiftcoder.wordpress.com/
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