Enabling & using WebGL on iOS 4.2+
atnan.com
Enabling & using WebGL on iOS 4.2+
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Re: Enabling & using WebGL on iOS 4.2+
#2Re: Enabling & using WebGL on iOS 4.2+
#3Re: Enabling & using WebGL on iOS 4.2+
#4Has Apple stated any plans to continue developing WebGL for iOS? It seems like the kind of thing that could compete with their app business.
You only need to look at the number of engineers Apple has contributing to WebKit & new web standards (CSS transitions & animations, WebGL etc.).
Re: Enabling & using WebGL on iOS 4.2+
#5Re: Enabling & using WebGL on iOS 4.2+
#6I really wish I had a better understanding of disassembly.
Re: Enabling & using WebGL on iOS 4.2+
#7Cat's out of the bag, may as well make public my experiment to enable WebGL on all webviews: https://github.com/rpetrich/WebGLEnabler
Re: Enabling & using WebGL on iOS 4.2+
#8Re: Enabling & using WebGL on iOS 4.2+
#9Great work atnan. Cat's out of the bag, may as well make public my experiment to enable WebGL on all webviews: https://github.com/rpetrich/WebGLEnabler
That's pretty neat! An unfortunate side effect is that running Mobile Safari unsigned negates the 'dynamic-codesigning' entitlement, which means that Nitro is disabled.
That said, a WebGL-enabled UIWebView running in your own app will also not be Nitro-enabled. I've run the PhiloGL spinning world demo on my device and it's running at 40fps, so simpler demos may be possible without a Nitro to boost things a bit.
Cheers,
Nathan