Initial WebGL Support Lands In WebKit
appleprophet writes "WebGL is an upcoming standard from the Khronos Group, the same standards body behind OpenCL and OpenGL ES. It defines the use of OpenGL in websites using the standard canvas element. In other words, websites will be able to render hardware accelerated, 3D graphics natively inside of a web page. In the last week, WebKit, the rendering engine behind Safari and Google Chrome, has added initial support for WebGL, which means it probably won't be too long before Macs and iPhones everywhere get OpenGL web apps. This could have big implications for gaming. HTML5 has steadily been encroaching on desktop applications' territory, but I don't think many people expected browser-based, hardware-accelerated graphics this soon."
While I'm sure there are some great uses for this, it also sounds like a way to serve even more resource-hungry adverts than they can with Flash. Furthermore, if this became widespread in situations not really requiring it, a decent graphics card could essentially become a requirement for web surfing.
# cat
Damn, my RAM is full of llamas.
Why is this necessary? There are some positive uses for it (such as getting us out of dependence on proprietary technologies like Flash) but a lot more negative issues. For one, this will add even more vulnerabilities to browsers which seem to already have loads of them. And for another the web should be accessible for -everyone- from the low-end netbook to a Core i7, and even older systems should be able to browse web. Already many sites are unusable without a recent version of Flash, we don't need extra hardware as requirements to view sites. Yeah, we all know that they should do it in HTML and that will still stick around, but how many of us have encountered sites built entirely in Flash? Or have a requirement of Flash for simple things like navigation? While some things obviously need Flash (such as Homestar Runner because they are Flash cartoons) others use Flash for no real reason. Currently most platforms have Flash or will be getting it. But adding a high-end graphics card to a computer just to view the web? Thats just a bit ridiculous.
Taxation is legalized theft, no more, no less.
Here's a nice summary.
It seems O3D is higher-level, thus allowing more to be handled by the browser, whereas WebGL forces Javascript to handle just about everything.
I'm not sure which one I like better. In theory, I like Javascript handling everything. In practice, I don't know enough about VMs to say whether Javascript could be made to perform well enough.
Don't thank God, thank a doctor!
The point is that nobody really cares all that much about what you do, as the web industry does not revolve around you.
Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
This is about Try #4 for 3D on the Web. Web3D was an XML representation of VRML. Unfortunately, the effect of the Web3D consortium was to kill VRML in favor of a vaporware concept.
3D in the browser is done well in Macromedia Shockwave. Try this 3D driving game. The Shockwave player is supposedly available on 58% of PCs. Some versions of Shockwave even had the Havok physics engine, but Macromedia stopped paying Havok for the license and took that out.
The main problem with Shockwave is that it doesn't start as fast as Flash does. Flash has a nice scheme for interleaving the timeline and the asset data, so that playing starts very quickly. At least if the content is authored properly. Also, Shockwave authoring tools are expensive.
About Java 3D, the less said, the better.
The problem with offering OpenGL access to Javascript is that Javascript isn't a good language for fast matrix math. Also, authoring tools will have to be developed. You can't effectively author 3D content in a text editor.