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What's the browser support? #4

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trusktr opened this issue Dec 5, 2017 · 4 comments
Open

What's the browser support? #4

trusktr opened this issue Dec 5, 2017 · 4 comments

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@trusktr
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trusktr commented Dec 5, 2017

This is really cool! Curious to know if it is WebGL 1 or 2? Does it work as far back as IE 11?

@trusktr
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trusktr commented Dec 5, 2017

(I'm guessing maybe not). What are the minimum requirements?

@plepers
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plepers commented Dec 5, 2017

It work fine on "up-to-date" IE11. The first release of 11 wasn't pass half the comformance tests (https://www.khronos.org/registry/webgl/sdk/tests/webgl-conformance-tests.html)

It'S built for webgl1 but use webgl2 features (depth textures/glsl3 for shadow mapping) if available.

@trusktr
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trusktr commented Dec 5, 2017

So this can automatically fall back to WebGL 1?

@trusktr
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trusktr commented Dec 5, 2017

Like this guy mentioned in #2 , it would be nice to have some basic docs in the README.

What about a scene graph? Is there anything like that for nanogl?

I do have my own scene graph API. I currently use Three.js behind the scenes, and I just pass my world transforms directly to the Three objects and prevent Three from doing it's own world matrix traversal.

I wonder if perhaps using NanoGL PBR can be a good way to avoid having a whole extra scene graph behind the scenes, just a flat list of nano objects with world transforms based on my own world transforms. It seems like a nice idea.

But Three also has many utilities, like loaders for different file formats, cameras, controls, etc. What do you guys do about that? What formats do you use? Do you have different cameras and controls? Etc?

What about simple shaders like a basic Phong shader, a normal color shader, or depth shader, etc, like what Three has? Would I have to write those for NanoGL? (Because I assume you've skipped those basics and went straight to PBR?).

Do you have any performance benchmarks of Nano vs Three?

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