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Issues with Apple's iOS WebGL Implementation

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1–10 of 27 posts

Re: Issues with Apple's iOS WebGL Implementation

#4
I think its fascinating that the embrace and extend (and wall-off in a garden) strategy being applied by Apple is still producing, nevertheless, a very pliable audience even in this day and age.

I see the 'heading off of open standards' play of Apple in a cynical light, because I believe Apple are playing platform games here. These breaks/incompatibilities are another reason for developers to not bother with other platforms, or at least limit themselves in a way that makes platform-dependent tooling inevitable. Basically, it's developers getting screwed by hardware guys, over and over again.

Re: Issues with Apple's iOS WebGL Implementation

#6
post #4

I think its fascinating that the embrace and extend (and wall-off in a garden) strategy being applied by Apple is still producing, nevertheless, a very pliable audience even in this day and age. I see the 'heading off of open standards' play of Apple in a cynical light, because I believe Apple are playing platform games here. These breaks/incompatibilities are another reason for developers to not bother with other pl…

[deleted]

Re: Issues with Apple's iOS WebGL Implementation

#7
post #2

So... It's a beta and some limits aren't up to native spec because of things like the UIWebView currently being backed by an OpenGL ES 2.0 surface (instead of 3.0, which is only available on the iPhone5s)?

The author is doing a great service to WebGL by actually testing the beta, and reporting bugs to Apple.

Re: Issues with Apple's iOS WebGL Implementation

#8
post #4

I think its fascinating that the embrace and extend (and wall-off in a garden) strategy being applied by Apple is still producing, nevertheless, a very pliable audience even in this day and age. I see the 'heading off of open standards' play of Apple in a cynical light, because I believe Apple are playing platform games here. These breaks/incompatibilities are another reason for developers to not bother with other pl…

Cross-platform is not the be-and end-all in software.

Cross-platform has the covenience (and bigger market), but it's also crippled by catering to the lowest common denominator. You won't get stuff that takes full advantage of a platform if it's cross platform.

Some people like native dedicated apps. I, for one, like cross platform stuff for common infrastructure (servers, unix userland, etc), but prefer platform specific and integrated desktop apps that take full advantage of my OS (whether OS X, Windows or Linux).

Re: Issues with Apple's iOS WebGL Implementation

#9
post #8
post #4

I think its fascinating that the embrace and extend (and wall-off in a garden) strategy being applied by Apple is still producing, nevertheless, a very pliable audience even in this day and age. I see the 'heading off of open standards' play of Apple in a cynical light, because I believe Apple are playing platform games here. These breaks/incompatibilities are another reason for developers to not bother with other pl…

Cross-platform is not the be-and end-all in software. Cross-platform has the covenience (and bigger market), but it's also crippled by catering to the lowest common denominator. You won't get stuff that takes full advantage of a platform if it's cross platform. Some people like native dedicated apps. I, for one, like cross platform stuff for common infrastructure (servers, unix userland, etc), but prefer platform spe…

To me, 'native dedicated apps' just means: letting someone else do the GUI for you, even though it may suck.

Re: Issues with Apple's iOS WebGL Implementation

#10
Apple has made it known through its chip design (and subsequent underclocking), app development limitations, etc. that battery life is of utmost importance. I suspect that some of these limits are an attempt to keep websites from draining mobile devices of energy.

Is WebGL over a browser typically as performant as native code? I would suspect no, but I'm not familiar enough with WebGL to know.

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