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WebGL support #1

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TannerRogalsky opened this issue May 8, 2014 · 4 comments
Open

WebGL support #1

TannerRogalsky opened this issue May 8, 2014 · 4 comments
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@TannerRogalsky
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In order to support the full range of the Love API, we will need to transition from the 2D canvas context to a webgl context.

I have made some attempts but not been successful in getting the graphics module of Love to compile via emscripten. If that were accomplished and functioning, I think that it would be ideal because it would (potentially) be a very simple task to maintain parity with the Love codebase.

Alternatively, coding it by hand in CoffeeScript while maintaining a structure as close to the Love codebase as possible.

@TannerRogalsky TannerRogalsky added this to the Alpha milestone May 8, 2014
@SiENcE
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SiENcE commented May 9, 2014

Please do WebGL beside 2D canvas. A lot of mobile Browser cannot render WebGL.

@TannerRogalsky
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I'm on the fence about breaking mobile browser support. 2D canvas is pretty slow on many mobile devices anyway (although it's getting better). Falling back to canvas if webgl isn't supported might increase the complexity of this project by a lot but maybe it's worth it. I'll have to think about how that could realistically be done and at least structure the project so that it won't be a huge pain the future even if that particular thing doesn't make the alpha release.

@TannerRogalsky
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For the record, I have decided that WebGL with a 2D canvas fallback is feasible (although perhaps not for alpha).

I have also decided that writing it by hand will yield better results because of the inherent platform differences (like the 2D canvas fallback).

@SiENcE
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SiENcE commented May 14, 2014

Nice. I'm following your progress. When you have something to test feel free to bug me.

@TannerRogalsky TannerRogalsky modified the milestones: Beta, Alpha May 14, 2014
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