SwissGL: Swiss Army Knife for WebGL2
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SwissGL: Swiss Army Knife for WebGL2
1–10 of 19 posts
Re: SwissGL: Swiss Army Knife for WebGL2
#2Re: SwissGL: Swiss Army Knife for WebGL2
#3nice, I do not even know WebGL2 exists, and thought WebGPU is going to replace WebGL instead. WebGL2 looks well supported and very cool to use right now.
Interestingly enough projects such as Godot seem to until recently give preference to other APIs such as Vulkan and OpenGL ES 2 over OpenGL ES 3, not sure why though [1]. The biggest culprits seem to be mobile and Safari not implementing WebGL 2 until last year (what the hell Apple) [2].
I should note I'm not really familiar with neither APIs and only have a high-level understanding of WebGL.
[0]: https://hacks.mozilla.org/2017/01/webgl-2-lands-in-firefox/
[1]: https://godotengine.org/article/abandoning-gles3-vulkan-and-...
[2]: https://godotengine.org/article/about-godot4-vulkan-gles3-an...
Re: SwissGL: Swiss Army Knife for WebGL2
#4nice, I do not even know WebGL2 exists, and thought WebGPU is going to replace WebGL instead. WebGL2 looks well supported and very cool to use right now.
The biggest difference I spot between the two is that WebGL2 uses OpenGL ES 3 and WebGL uses OpenGL ES 2, but really other than supporting by default things that required extensions in WebGL I don't see much of an improvement. Also, it was released in Firefox in 2017 meaning it has been here for a long time already [0]. Interestingly enough projects such as Godot seem to until recently give preference to other APIs s…
There is very little reason to restrict yourself to WebGL 1 anymore, but many existing projects are still on WebGL 1 because Safari didn't support WebGL 2 when they were written.
WebGL 2 is going to be the best option for a long time. While WebGPU is in progress it will be many, many years before it is supported anywhere near as widely as WebGL 2.
Re: SwissGL: Swiss Army Knife for WebGL2
#5nice, I do not even know WebGL2 exists, and thought WebGPU is going to replace WebGL instead. WebGL2 looks well supported and very cool to use right now.
The biggest difference I spot between the two is that WebGL2 uses OpenGL ES 3 and WebGL uses OpenGL ES 2, but really other than supporting by default things that required extensions in WebGL I don't see much of an improvement. Also, it was released in Firefox in 2017 meaning it has been here for a long time already [0]. Interestingly enough projects such as Godot seem to until recently give preference to other APIs s…
So here we are without WebGPU being stable and without WebGL compute.
Re: SwissGL: Swiss Army Knife for WebGL2
#6Re: SwissGL: Swiss Army Knife for WebGL2
#7I'm planning to switch to WebGPU once it's widely supported. I also think there's a chance for SwissGL.c, SwissGL.py and SwissGL.zig
Re: SwissGL: Swiss Army Knife for WebGL2
#8nice, I do not even know WebGL2 exists, and thought WebGPU is going to replace WebGL instead. WebGL2 looks well supported and very cool to use right now.
The biggest difference I spot between the two is that WebGL2 uses OpenGL ES 3 and WebGL uses OpenGL ES 2, but really other than supporting by default things that required extensions in WebGL I don't see much of an improvement. Also, it was released in Firefox in 2017 meaning it has been here for a long time already [0]. Interestingly enough projects such as Godot seem to until recently give preference to other APIs s…
Re: SwissGL: Swiss Army Knife for WebGL2
#9Author here. SwissGL is an experiment in minimal API design. I needed something that would simplify making things like https://znah.net/hexells or https://znah.net/lenia I'm planning to switch to WebGPU once it's widely supported. I also think there's a chance for SwissGL.c, SwissGL.py and SwissGL.zig
Re: SwissGL: Swiss Army Knife for WebGL2
#10Author here. SwissGL is an experiment in minimal API design. I needed something that would simplify making things like https://znah.net/hexells or https://znah.net/lenia I'm planning to switch to WebGPU once it's widely supported. I also think there's a chance for SwissGL.c, SwissGL.py and SwissGL.zig
This seems like a cool project. Is there a specific reason why you decided that allocating resources like textures should use the same function as performing rendering operations? It seems like it unnecessarily complicates reading the code and wouldn't be much worse if (for example) you did glsl.tex() or glsl.vbuf() etc when allocating resources and used glsl() for the rest. I was very confused when reading that part…