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Issues with Apple's iOS WebGL Implementation

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Re: Issues with Apple's iOS WebGL Implementation

#11

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.

It's unlikely to be battery concerns. If anything, lack of extensions and low limits means webgl code would have to perform multiple passes of a scene to achieve the same visual effects, thereby increasing the battery drain. Also, why allow these features for native apps if it's not good for the battery?

And if you click through to the webkit bugtracker, it looks like almost all the issues listed already have patches committed.

Re: Issues with Apple's iOS WebGL Implementation

#12
post #9
post #8

Earlier quoted context omitted.

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.

What does it mean, exactly?

Re: Issues with Apple's iOS WebGL Implementation

#13

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.

Performance wise it's about the same. The work is mostly done by the graphics card, so if you're able to feed it enough data without stalling it it doesn't particularly matter what platform you're invoking it from.

Re: Issues with Apple's iOS WebGL Implementation

#14
Apple's support of OpenGL has been notoriously bad performance and feature wise for quite a while (at least on OSX, not sure of the mobile story), so I'm not that surprised that their webgl implementation isn't brilliant. It would be the most un-apple thing ever, but I wish they'd just leave it up to the device manufacturers to provide a GL implementation directly in the same way microsoft (generally) does. Apple has so far proven to be awful at it.

Re: Issues with Apple's iOS WebGL Implementation

#15

Apple's support of OpenGL has been notoriously bad performance and feature wise for quite a while (at least on OSX, not sure of the mobile story), so I'm not that surprised that their webgl implementation isn't brilliant. It would be the most un-apple thing ever, but I wish they'd just leave it up to the device manufacturers to provide a GL implementation directly in the same way microsoft (generally) does. Apple has…

Today on mobile, device manufacturers' GL implementations are notoriously awful:

https://dolphin-emu.org/blog/2013/09/26/dolphin-emulator-and...

It sounds like Apple is doing well by comparison, but I don't deal with this stuff myself at present, so I'm not sure.

Re: Issues with Apple's iOS WebGL Implementation

#18
post #9

Earlier quoted context omitted.

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

What does it mean, exactly?

It means let Apple do all the GUI work for you. And then let them change their designs, and the design of your app of course, according to their whims.

Its okay, I understand I'm getting downvoted for not following along with the groupthink that Apple can't do anything wrong in the GUI department, and therefore native is far superior to anything else, but I've still got the opinion that the native GUI toolkits/frameworks for each platform are really designed to lock users - and developers - into the platform. Far better to avoid this issue completely, and do cross-platform development with custom GUI controls, if you want to have an app that works wherever your users will run it ..

Re: Issues with Apple's iOS WebGL Implementation

#19

Earlier quoted context omitted.

What does it mean, exactly?

It means let Apple do all the GUI work for you. And then let them change their designs, and the design of your app of course, according to their whims. Its okay, I understand I'm getting downvoted for not following along with the groupthink that Apple can't do anything wrong in the GUI department, and therefore native is far superior to anything else, but I've still got the opinion that the native GUI toolkits/framew…

You're not getting down voted for not following groupthink. You're getting doe voted because you're making a bunch of assertions of your opinion as though it's fact, without actually trying to justify those opinions.

On the substantive point, a couple of years ago I wrote a graphics framework. It used JavaScript core and directfb. I could have just told the app developers to use WebKit, but the performance just wasn't there. I'm pretty sure that's also the reason that apple, Google and Microsoft write native GUI sdks, and not to lock in developers.

Re: Issues with Apple's iOS WebGL Implementation

#20

Apple's support of OpenGL has been notoriously bad performance and feature wise for quite a while (at least on OSX, not sure of the mobile story), so I'm not that surprised that their webgl implementation isn't brilliant. It would be the most un-apple thing ever, but I wish they'd just leave it up to the device manufacturers to provide a GL implementation directly in the same way microsoft (generally) does. Apple has…

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