> Please view in Chrome or Firefox. Chrome is glitchy, Firefox is stuttery. I really want to get behind WebGL, but when is it going to have decent performance/compatibility? I tried this out in both FF and Chrome on a powerful desktop computer (i5-4670K, GTX760, 16GB RAM) and it was glitchy/stuttery as described. Firefox rendered some scenes at what seemed like 2-3 FPS. Chrome was much smoother, but I couldn't tell w…
MathBox 2
81–90 of 93 posts
Re: MathBox 2
#82Earlier quoted context omitted.
> Still perpetually disappointed every new "neo terminal" is monospace tho. Have you thought of ways around the path dependence[1] on monospace imposed by existing bodies of textmode UIs (and source code)? It seems unlikely that a new terminal-esque tool would succeed without some kind of legacy support. The best concept I've come up so far with is to build in affordances which handle legacy vs. new-world user intera…
Formatting legacy stuff was always part of the deal, but at the same time, I was never interested in being able to host vim. Some people disagreed rather vocally. One of the things I discovered was just how much legacy cruft is really around. Not just things like ANSI colors, but e.g. grotty syntax. It made no sense until I realized it was created for teletype printers... it underlines things by backspacing after eve…
Actually, it's less that interprets this and converts it into the appropriate terminal formatting, not the TTY itself.
Re: MathBox 2
#83Earlier quoted context omitted.
If I understand it correctly a lot of the geometry effects build on the ability to do texture reads in the vertex shader (OpenGL calls it "vertex texture fetch"), a not much-noticed, but incredibly powerful feature of modern WebGL implementations. The reason it is so powerful is because one texture can be used as a write target for the fragment shader and as a read target for the vertex shader, essentially creating a…
The major weakness in using textures as intermediate targets is the loss of precision from the texture formats as well as the intermediate values. OpenGL ES 2 (and thus WebGL) does not require a full 32 bit floating point pipeline, so the results may vary if you run on mobile devices (that are not the latest generation GL ES 3.x devices). In proper OpenGL, you'd be able to use transform feedback to write in to buffer…
This was probably to enable WebGL on mobile devices that would have otherwise been locked out, but it heavily restricted things on the desktop which for the most part would have OpenGL 4 capable GPUs these days.
However given that WebGL on mobile still mostly sucks anyway, not sure if going for the lowest common denominator was the right decision.
Re: MathBox 2
#84> Please view in Chrome or Firefox. Chrome is glitchy, Firefox is stuttery. I really want to get behind WebGL, but when is it going to have decent performance/compatibility? I tried this out in both FF and Chrome on a powerful desktop computer (i5-4670K, GTX760, 16GB RAM) and it was glitchy/stuttery as described. Firefox rendered some scenes at what seemed like 2-3 FPS. Chrome was much smoother, but I couldn't tell w…
Re: MathBox 2
#85Earlier quoted context omitted.
If I understand it correctly a lot of the geometry effects build on the ability to do texture reads in the vertex shader (OpenGL calls it "vertex texture fetch"), a not much-noticed, but incredibly powerful feature of modern WebGL implementations. The reason it is so powerful is because one texture can be used as a write target for the fragment shader and as a read target for the vertex shader, essentially creating a…
The major weakness in using textures as intermediate targets is the loss of precision from the texture formats as well as the intermediate values. OpenGL ES 2 (and thus WebGL) does not require a full 32 bit floating point pipeline, so the results may vary if you run on mobile devices (that are not the latest generation GL ES 3.x devices). In proper OpenGL, you'd be able to use transform feedback to write in to buffer…
Your wish is granted: WebGL 2 draft supports transform feedback. http://www.khronos.org/registry/webgl/specs/latest/2.0/#3.5
(See my other reply about problems tracking latest GLES tightly)
Re: MathBox 2
#86Earlier quoted context omitted.
The major weakness in using textures as intermediate targets is the loss of precision from the texture formats as well as the intermediate values. OpenGL ES 2 (and thus WebGL) does not require a full 32 bit floating point pipeline, so the results may vary if you run on mobile devices (that are not the latest generation GL ES 3.x devices). In proper OpenGL, you'd be able to use transform feedback to write in to buffer…
It's a bit of a shame that WebGL settled for the lowest common denominator (i.e. OpenGL ES 2.0 capabilities). This was probably to enable WebGL on mobile devices that would have otherwise been locked out, but it heavily restricted things on the desktop which for the most part would have OpenGL 4 capable GPUs these days. However given that WebGL on mobile still mostly sucks anyway, not sure if going for the lowest com…
And WebGL 1 has taken this long to reach mostly-working in implementations, it would have probably died in the crib if it had targeted the nascent GLES 3 feature set.
Running GLES shaders safely and reasonably fast in a sandbox (on top of insecure & crash prone drivers) is high wizadry.
Re: MathBox 2
#87Earlier quoted context omitted.
If I understand it correctly a lot of the geometry effects build on the ability to do texture reads in the vertex shader (OpenGL calls it "vertex texture fetch"), a not much-noticed, but incredibly powerful feature of modern WebGL implementations. The reason it is so powerful is because one texture can be used as a write target for the fragment shader and as a read target for the vertex shader, essentially creating a…
The major weakness in using textures as intermediate targets is the loss of precision from the texture formats as well as the intermediate values. OpenGL ES 2 (and thus WebGL) does not require a full 32 bit floating point pipeline, so the results may vary if you run on mobile devices (that are not the latest generation GL ES 3.x devices). In proper OpenGL, you'd be able to use transform feedback to write in to buffer…
Re: MathBox 2
#88> Please view in Chrome or Firefox. Chrome is glitchy, Firefox is stuttery. I really want to get behind WebGL, but when is it going to have decent performance/compatibility? I tried this out in both FF and Chrome on a powerful desktop computer (i5-4670K, GTX760, 16GB RAM) and it was glitchy/stuttery as described. Firefox rendered some scenes at what seemed like 2-3 FPS. Chrome was much smoother, but I couldn't tell w…
Re: MathBox 2
#89> Please view in Chrome or Firefox. Chrome is glitchy, Firefox is stuttery. I really want to get behind WebGL, but when is it going to have decent performance/compatibility? I tried this out in both FF and Chrome on a powerful desktop computer (i5-4670K, GTX760, 16GB RAM) and it was glitchy/stuttery as described. Firefox rendered some scenes at what seemed like 2-3 FPS. Chrome was much smoother, but I couldn't tell w…
Re: MathBox 2
#90Wow, after viewing the examples, almost 10% battery was consumed.
Some probably helpful debugging questions to ask: Laptop or mobile? How much time did you spend watching the examples? What is your battery's storage capacity (milliamp-hours, usage hours, etc.)? Does it have a GPU? CPU usage? Is that battery drain consistent w/ other things that use that amount of CPU? etc.