This is a guest post by Cédric Pinson. If you want to guest post on this blog, just contact us.
This technology seems to be the next big thing in browser technology. Why ? Because you will be able to run opengl applications (game / tools / simulation) in browser without installing plugin. This technology is ‘compatible’ with mobile device because they already have OpenGL ES 2.0 capability. For example Nokia 900 is able to run WebGL with firefox mobile. Have a look here:
So soon it’s possible we will see WebGL on most mobile devices. The links below show some people are starting to do build SceneGraph / GameEngine /… that target WebGL:
- CubicVR 3D Engine ported to WebGL
- Canvas 3D JS Libary – WebGL made easy
- The future of O3D
For more information here are some links that you can bookmark. You can follow WebGL activity at Planet WebGL, it’s often updated with cool WebGL stuff. Additionally, you can find NeHe tutorials at Learning WebGL.
Some tests I have done:
About the author: Cedric M. Pinson has twelve years of experience in 3D software. He has worked in the video game industry at Nemosoft and Mekensleep, before joigning OutFlop, where he has served as the project leader for the 3D client technology. He is a contributor to the OpenSceneGraph project and the author and maintainer of osgAnimation. He now does freelance work around OpenGL technologies such as OpenSceneGraph and WebGL.
5 thoughts on “(Guest Post) Overview of WebGL”
GO OPERA! I wanna try it!!!
where in this post does the browser named Opera come up only one listed are Safari / Firefox / Chrome
^ I mean it. Opera is lagging.
You are forgetting the days back in 2001-2003 when CUDA/OpenCL didn’t exist. GPGPU computations were performed in vertex and fragment shaders. Now the history repeats itself but becomes mobile.
WebGL for mobile may be more interesting long term than WebGL for well… Web.
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