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Enabling & using WebGL on iOS 4.2+

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Re: Enabling & using WebGL on iOS 4.2+

#21

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...

Those are both really interesting, thanks.

I'm really embarrassed to admit I have very little understanding of what happens below Objective-C. Looks like it's time for me to start reading…

Re: Enabling & using WebGL on iOS 4.2+

#22

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...

TN2239 is invaluable for debugging and digging through things you shouldn't necessarily be poking around in :-)

Re: Enabling & using WebGL on iOS 4.2+

#24
I put some video going through few WebGL enabled websites and it's looks very promising http://vimeo.com/31644717 The JavaSript performance itself for example in mesh building is really terrible. Trying to benchmark it against Nitro in normal Mobile Safari would be a good thing to do.
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