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Enabling & using WebGL on iOS 4.2+

atnan.com

11–20 of 24 posts

Re: Enabling & using WebGL on iOS 4.2+

#11

Given that WebKit has support for WebM, I wonder how much work it would take to do the same kind of hack to enable WebM support for the video tag? (More, I suspect, since iOS probably doesn't ship the required libraries.)

For that you'd probably want to dig into WebKit.framework — the private WebPluginController & WebPluginDatabase classes look rather interesting.

Re: Enabling & using WebGL on iOS 4.2+

#12

Perhaps more interesting than WebGL is actually him documenting the process that he took in figuring out how it worked. I really wish I had a better understanding of disassembly.

Yeah I would love to see more of this type of analysis. It's really revealing and interesting.

Re: Enabling & using WebGL on iOS 4.2+

#14
hey atnan, great article, very insightful, congrats. Seems like Apple has put a lot of effort on improving UIWebviews, there is more than just Nitro, apparently.

I strongly believe the whole HTML5 standard is supported on iOS5 but it has to be enabled. Did anyone notice the SQLite database that's created everytime you use a UIWebview? I've been trying to enable offline navigation and got kinda stuck but this gives me a couple of good new ideas.

Cheers, Alex

Re: Enabling & using WebGL on iOS 4.2+

#15
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Re: Enabling & using WebGL on iOS 4.2+

#16

hey atnan, great article, very insightful, congrats. Seems like Apple has put a lot of effort on improving UIWebviews, there is more than just Nitro, apparently. I strongly believe the whole HTML5 standard is supported on iOS5 but it has to be enabled. Did anyone notice the SQLite database that's created everytime you use a UIWebview? I've been trying to enable offline navigation and got kinda stuck but this gives me…

Safari and MobileSafari support HTML5 local storage:

http://developer.apple.com/library/safari/#codinghowtos/Desk...

There's nothing you have to do to enable it. Except use it.

Re: Enabling & using WebGL on iOS 4.2+

#17

Perhaps more interesting than WebGL is actually him documenting the process that he took in figuring out how it worked. I really wish I had a better understanding of disassembly.

I feel the same. I would love to understand a bit more of what is going on under the hood. I did a quick research but I could not find something quick enough to work as a primer.

The best resources I found are: https://developer.apple.com/library/ios/#technotes/tn2239/_i... http://stackoverflow.com/questions/25636/what-is-the-best-wa...

Re: Enabling & using WebGL on iOS 4.2+

#18

Has Apple stated any plans to continue developing WebGL for iOS? It seems like the kind of thing that could compete with their app business.

As an iOS developer I feel that native apps will have a technical edge for a while. WebApps are built with tools that weren't designed for creating GUIs, you can do it but it is much less efficient and effective. This is especially true for complex applications like games (the ones that would benefit the most from webGL).

Re: Enabling & using WebGL on iOS 4.2+

#19

hey atnan, great article, very insightful, congrats. Seems like Apple has put a lot of effort on improving UIWebviews, there is more than just Nitro, apparently. I strongly believe the whole HTML5 standard is supported on iOS5 but it has to be enabled. Did anyone notice the SQLite database that's created everytime you use a UIWebview? I've been trying to enable offline navigation and got kinda stuck but this gives me…

Safari and MobileSafari support HTML5 local storage: http://developer.apple.com/library/safari/#codinghowtos/Desk... There's nothing you have to do to enable it. Except use it.

I does work on MobileSafari but not on UIWebviews. There's a key called "WebKitOfflineWebApplicationCacheEnabled" that's automatically set to YES but it doesn't seem make any difference. I'm trying to find out why, but for that I need to go down to the dungeons of Apple's private frameworks and there is where I'm struggling at the moment.
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