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MathBox 2

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Re: MathBox 2

#91
post #86
post #83

Earlier quoted context omitted.

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…

WebGL 1.0 is almost 4 years old. OpenGL ES 2.0 was then latest and greatest. 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.

> WebGL 1.0 is almost 4 years old. OpenGL ES 2.0 was then latest and greatest.

Latest and greatest for mobile yes but the desktop world was already on OpenGL 4 at that point.

My whole point was that they could have just ignored mobile and delivered a much more powerful WebGL based on OpenGL 4 instead.

Re: MathBox 2

#92
post #36

> 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…

I have your exact hardware configuration and all his slides got a solid 60FPS. I'm curious what your setup was. What version of Firefox? What version of Windows? Latest NVidia drivers? Any weird extensions installed, screen/desktop capture apps running?

Re: MathBox 2

#93
post #70

It's driven by code though, it's not a graphical UI. I hoe someone builds the latter on top of it, since the flow-based paradigm is so effective in these contexts. Excellent presentation.

I'd be interested in making a Flowhub [1] runtime for ShaderGraph 2 graphs. (Flowhub runtimes talk a protocol [2] to define what nodes are available, code new nodes, and build up graphs.) 1. http://flowhub.io/ 2. http://noflojs.org/documentation/protocol/

Oh, this would be right up my street! I like your meemoo website too. I'm busy the rest of the day but I'll be in touch over the w/e after I've had time to take a closer look.
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