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From 0 to glTF with WebGPU: Basic Materials and Textures

willusher.io

1–10 of 13 posts

Re: From 0 to glTF with WebGPU: Basic Materials and Textures

#3
post #2

It's quite impressive how many more lines of javascript and shading is required to show this in a browser, than it requires to bring a window on the screen and show a texture on it using plain C.

only if you look past the uncount(ed|able) lines of plain C it would take to make it usable on any device, by everyone with a web browser

Re: From 0 to glTF with WebGPU: Basic Materials and Textures

#5
post #2

It's quite impressive how many more lines of javascript and shading is required to show this in a browser, than it requires to bring a window on the screen and show a texture on it using plain C.

only if you look past the uncount(ed|able) lines of plain C it would take to make it usable on any device, by everyone with a web browser

Except for the people using firefox (stable), or any mobile device.

With freeglut it's fairly doable to make a version that has wider support than this webpage. Though I definitely prefer this post's syntax to OpenGL.

Not sure if that matters though, given that this is clearly meant as a tutorial for WebGPU, but there's still a ways to go before WebGPU can claim to have broad support.

Re: From 0 to glTF with WebGPU: Basic Materials and Textures

#7
post #2

It's quite impressive how many more lines of javascript and shading is required to show this in a browser, than it requires to bring a window on the screen and show a texture on it using plain C.

Tell us that you never used Vulkan, without telling us.

Re: From 0 to glTF with WebGPU: Basic Materials and Textures

#9
post #5

Earlier quoted context omitted.

only if you look past the uncount(ed|able) lines of plain C it would take to make it usable on any device, by everyone with a web browser

Except for the people using firefox (stable), or any mobile device. With freeglut it's fairly doable to make a version that has wider support than this webpage. Though I definitely prefer this post's syntax to OpenGL. Not sure if that matters though, given that this is clearly meant as a tutorial for WebGPU, but there's still a ways to go before WebGPU can claim to have broad support.

Only if using legacy pre-OpenGL Core profile, in terms of lines of code, to come back to original point of this thread.

Additionally, while I tend to bash WebGL and WebGPU lagging behind native counterparts, they are great in one thing, being 3D APIs designed specifically for managed languages.

Also Firefox does WebGL, and if they would have used Threejs or BabylonJS, it would be used instead.

Re: From 0 to glTF with WebGPU: Basic Materials and Textures

#10
post #7
post #2

It's quite impressive how many more lines of javascript and shading is required to show this in a browser, than it requires to bring a window on the screen and show a texture on it using plain C.

Tell us that you never used Vulkan, without telling us.

You're saying vulkan isn't using thousands of lines under the hood?
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