Earlier quoted context omitted.
There were also concerns about running arbitrary shader code on the GPU, which has DMA access (Yes, Direct Memory Access access is a bit redundant...) to system memory, as well as the framebuffer which is in GPU memory.
only a problem if there's a bug in the drivers. if you can find such a bug, please let me know.
Lights
81–90 of 97 posts
Re: Lights
#82Earlier quoted context omitted.
It's amazing. Great build. For the lazy: http://www.youtube.com/watch?v=Imixg3jrJS8
Unfortunately, this video is not available in Germany because it may contain music for which GEMA has not granted the respective music rights. Sorry about that. God damnit.
See that message, click the pretty nice yellow button, and hooray! Done.
Re: Lights
#83Re: Lights
#84Earlier quoted context omitted.
only a problem if there's a bug in the drivers. if you can find such a bug, please let me know.
The issue is that if there does happen to be some type of bug which allows an exploit, simply pointing your webgl-enabled web browser at some page would let an attacker compromise your system. This wasn't really a problem before webgl, since to get 3d graphics running at all, an attacker would have had to have code execution privileges on a victim's computer (by which time it's already too late).
WebGL opens up a whole new can of worms for malware writers. 3D drivers can not be and are not immune to bugs.
Re: Lights
#85Earlier quoted context omitted.
only a problem if there's a bug in the drivers. if you can find such a bug, please let me know.
The issue is that if there does happen to be some type of bug which allows an exploit, simply pointing your webgl-enabled web browser at some page would let an attacker compromise your system. This wasn't really a problem before webgl, since to get 3d graphics running at all, an attacker would have had to have code execution privileges on a victim's computer (by which time it's already too late).
Re: Lights
#86Try changing LIGHTS.releaseBuild = true to false. Interesting debug data. This must have been a beast to build, sync and debug. I'd like to see the author post a "making of" entry.
I didn't get a lot of debug data (only Camera position written to console) but I did get a `Uncaught TypeError: Cannot call method 'update' of undefined` every frame. Can I ask what I was meant to see?
Go into firebug and set a breakpoint after line 112 in Lights.js and reload the page.
Then when it hits the breakpoint, change LIGHTS.buildRelease=false; in the console.
You have to do it right at that point because it changes other initializations.
It shows a mini-heads-up display with FPS and other info and the console will output what "phase" the demo is at.
Someone very talented wrote this, it would probably take me a year from scratch!
At least listening to this music over and over wouldn't be too bad but at the 1000th time I might go insane.
Looks like it's a coder from the UK, nickname "C4RL05" aka Carlos Ulloa: http://twitter.com/#!/c4rl05
Re: Lights
#87Earlier quoted context omitted.
He didn't say they would be. But to answer your question: mobile devices that don't support Flash.
Mobile devices don't yet support WebGL either. If you want to do 3D on mobile you have to use CSS 3D Transforms (not supported on some platforms) or Canvas Context2D with a "software" renderer (slow).
Btw. the Nokia N900 has had WebGL support for a year or so. Too bad it's not a very popular model.
Re: Lights
#88Re: Lights
#89It's amazing. At first I was like - oh shoot, how did they license the music but then I was "oh". Try banking hard right (or left) and then when the sky starts to go technocolor pull up hard. Wow. Works great in Firefox 7, unless I go full width (2048x1152). Chrome seems to spaz out if I try to change the window size. Opera fans with full OpenGL drivers can now use WebGL too http://my.opera.com/desktopteam/blog/2011/…