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Enabling & using WebGL on iOS 4.2+

atnan.com

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Re: Enabling & using WebGL on iOS 4.2+

#4

Has Apple stated any plans to continue developing WebGL for iOS? It seems like the kind of thing that could compete with their app business.

The argument that WebGL "competes" with OpenGL-ES, to the detriment of Apple, makes very little sense to me.

You only need to look at the number of engineers Apple has contributing to WebKit & new web standards (CSS transitions & animations, WebGL etc.).

Re: Enabling & using WebGL on iOS 4.2+

#9

Great work atnan. Cat's out of the bag, may as well make public my experiment to enable WebGL on all webviews: https://github.com/rpetrich/WebGLEnabler

Hi Ryan,

That's pretty neat! An unfortunate side effect is that running Mobile Safari unsigned negates the 'dynamic-codesigning' entitlement, which means that Nitro is disabled.

That said, a WebGL-enabled UIWebView running in your own app will also not be Nitro-enabled. I've run the PhiloGL spinning world demo on my device and it's running at 40fps, so simpler demos may be possible without a Nitro to boost things a bit.

Cheers,

Nathan

Re: Enabling & using WebGL on iOS 4.2+

#10
Just as a reminder, if you link against any private api or framework in and app and submit it to the App Store, your app will be denied. You may get lucky and have your app slip through, but expect that at any time it will get removed from the store.
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