Re: WebView and WebGL

2017-09-09 Thread Sten Nordstrom
Having done some GL work on windows I've to agree with Mike. Windows GL drivers can be a disaster. If you are able to specify hardware for your users it's fine but if you take a random win-machine you are most likely in trouble. So something like angle would probably be the safest way to get EGL

Re: WebView and WebGL

2017-09-09 Thread John-Val Rose
Thanks guys - that sounds like a good "angle" to approach this :-; I too suspected that Windows and poor OpenGL support was at the heart of the matter after the decades-long "API Wars". I just didn't realise that OpenGL on Windows was that inferior/buggy to Direct3D (by design, of course!). I

Re: WebView and WebGL

2017-09-09 Thread Philip Race
FWIW Java 2D ships OGL support on Windows (turned on by a flag) and our SQE have occasionally dutifully run tests in that mode and regularly turn up bugs that look like driver bugs. As a consequence FX decided to not ship it. So although FX builds OGL support on all platforms it is excluded from

Re: WebView and WebGL

2017-09-09 Thread John-Val Rose
Yes Scott, the rendering in WebView is done with the JavaFX API which has pros and cons. The major "pro" is that it is a lightweight control that plays nicely with all other controls (and the performance is surprisingly good). The "con" is that implementing WebGL was thus very complicated

Re: WebView and WebGL

2017-09-09 Thread Scott Palmer
If I’m remembering correctly, I think the another factor for why WebGL wasn’t included is that the rendering layer of WebKit was done on top of JavaFX. That allows it to integrate nicely with the all the other JavaFX rendering. Personally I wish that time wasn’t wasted (IMO) on the existing 3D