Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

WebGL renderer #8

Closed
aduros opened this issue May 4, 2012 · 2 comments

Comments

Projects
None yet
1 participant
@aduros
Copy link
Owner

commented May 4, 2012

This should be straightforward, but only worth doing once WebGL becomes more available on mobile. Consider adding GLSL support to HxSL and reusing the shaders in flambe.platform.shader.

@aduros

This comment has been minimized.

Copy link
Owner Author

commented Jan 21, 2013

This is about 80% done! Build with -D flambe_enable_webgl to enable. Things still to be done:

  • DONE: Texture.readPixels and writePixels.
  • DONE: Texture.graphics.
  • DONE: Scissor testing.
  • DONE: A couple Graphics transform methods.

Performance is a bit better than the canvas renderer on desktop browsers, except for Chrome (Linux) where it's way better. No difference on the Android Chrome beta. I need to do more testing, until there's a clear performance win to using WebGL, I'm probably going to pause work on this for now.

I would happily accept patches for the remaining things though :)

@aduros

This comment has been minimized.

Copy link
Owner Author

commented Apr 17, 2013

WebGL is a lot faster than canvas on Android Chrome stable!

More TODOs:

  • DONE: Wire up contextlost events to System.hasGPU.
  • Compressed texture support.

@ghost ghost assigned aduros Apr 24, 2013

@aduros aduros closed this in 4677950 Jun 12, 2013

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.