Earlier quoted context omitted.
3D models are very variable: some are defined with just triangles, some include quads, some are NURBS or subdivision surfaces. Sometimes two sides per polygon are considered, sometimes just one. Ways of navigating a 3D model also vary wildly. Sometimes you just want to pivot/rotate them around a little, but sometimes "walking" inside them makes more sense. Then there are materials and lights, and here people go wild…
> In our "current world", if you want a 3D viewer, you use WebGL and Javascript, and voila, what you get is what you see in all browsers that support WebGL. Under "Considered Alternatives" [0] > 4. Do not add a new element. Pass enough data to WebGL to render accurately > As noted above, this would require any site that wants to use an AR experience to request and have the user trust that site enough to allow them ac…
Another issue is that it’s inevitable that support for fragment and vertex shaders will be added, which is another huge issue (MS put-off supporting WebGL for years out of plausibly legitimate concerns about possible vulnerabilities in WebGL shaders).
…of course that’s all fine on Apple’s uniform hardware: fingerprinting MacBook users with their identical GPUs will be harder compared to PC users with their huge matrix of possible GPU chipsets, GPU drivers, and GPU performance/quality settings - which all affect how simple 3D models are rendered.