Earlier quoted context omitted.
Usually I groan when people complain about the Malware features in Chrome in relation to privacy but this is definitely one I'd not heard of. The hash of the whole file is bad enough, but even if it were unique, the full URL could easily contain sensitive information or information about the file contents.
why wouldn't it be a hash of the download URL only?
IE11 to support WebGL
101–110 of 136 posts
Re: IE11 to support WebGL
#102At least Google had the "excuse" to use it because they couldn't put OpenGL on Windows themselves, so they had to translate DirectX to OpenGL to make WebGL work.
What's Microsoft's excuse? They should support OpenGL and allow Google and Mozilla to use the OpenGL API's directly, too. Then we'll all get faster, and possibly richer WebGL.
Re: IE11 to support WebGL
#103What engineering did they do to reduce the security risk? As much as I like WebGL as a dev, Microsoft's arguments against feeding arbitrary machine code to buggy graphics cards that have kernel-level memory access privileges... seemed a bit convincing.
Who cares. Typical way: Download game -> Confirm execution -> Play WebGL way: Confirm execution -> Play
Re: IE11 to support WebGL
#104Earlier quoted context omitted.
They need to support these newer browsers on older operating systems. If the OS is still being actively patched, new browsers should be made backwards compatible to work on it otherwise we'll have exact same problem with IE8 on XP and IE9 on Vista. And soon to be IE10 on Windows 7.
Their business model is to sell os , MSFT never did anything for free.
Re: IE11 to support WebGL
#105Credit to Microsoft for reversing their previous stance on WebGL. Credit to Mozilla for pushing 3d on the web and forcing the issue. Any browser that doesn't implement WebGL will soon be considered crippled; Microsoft desperately wants to avoid that title again, so in a way, Mozilla forced their hand. Competition at work.
Re: IE11 to support WebGL
#106Credit to Microsoft for reversing their previous stance on WebGL. Credit to Mozilla for pushing 3d on the web and forcing the issue. Any browser that doesn't implement WebGL will soon be considered crippled; Microsoft desperately wants to avoid that title again, so in a way, Mozilla forced their hand. Competition at work.
"Any browser that doesn't implement WebGL will soon be considered crippled" Really? I don't think WebGL is that important. What's it really good for besides laggy browser games? What's with the hype on browser games anyway? They're always going to perform much slower than native code. I don't see WebGL becoming such a critical aspect of browsing that the average user would consider IE "crippled" for not supporting it…
Re: IE11 to support WebGL
#107Will Microsoft support the full OpenGL on Windows, too, now? Or will they just run WebGL through Google's ANGLE project? At least Google had the "excuse" to use it because they couldn't put OpenGL on Windows themselves, so they had to translate DirectX to OpenGL to make WebGL work. What's Microsoft's excuse? They should support OpenGL and allow Google and Mozilla to use the OpenGL API's directly, too. Then we'll all…
Re: IE11 to support WebGL
#108Earlier quoted context omitted.
The security claims were bullshit. For details see: http://games.greggman.com/game/webgl-security-and-microsoft-... tl;dr: While it was talking up the security risk of WebGL, Microsoft was allowing Silverlight to permit untrusted code to access graphics APIs in exactly the same way. Chrome validates everything before calling the actual driver APIs, so the opportunities for fuzzing are limited.
But in SL you had to specifically and manually whitelist the website to allow access to the graphics api.
Re: IE11 to support WebGL
#109Earlier quoted context omitted.
Your challenge, should you choose to accept it, is to dream up an amazing and popular application of WebGL, now that a majority of web browsers will be supporting it. It might not be a game. Warning: imagination required.
It's hard to dream big about the browsers getting the modern iteration of something we've had in some form since 1992.
Re: IE11 to support WebGL
#110Earlier quoted context omitted.
But in SL you had to specifically and manually whitelist the website to allow access to the graphics api.
If it's a user-accessible WL, that doesn't actually add much security of course, because it's pretty simple to get users to add to the whitelist ("To play our awesome game online, open up the preferences dialogue and ...").