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years ago) do not support shaders, or they have really primitive support for shaders (mine apparently supports a really out of date interface for it, but good luck getting anything written today to work with that).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/ > -- > You received this message because you are subscribed to the Google Groups > "pyglet-users" group. > To post to this group, send email to [email protected]. > To unsubscribe from this group, send email to > [email protected]. > For more options, visit this group at > http://groups.google.com/group/pyglet-users?hl=en. > > > -- > You received this message because you are subscribed to the Google Groups > "pyglet-users" group. > To post to this group, send email to [email protected]. > To unsubscribe from this group, send email to > [email protected]<pyglet-users%[email protected]> > . > For more options, visit this group at > http://groups.google.com/group/pyglet-users?hl=en. > -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
