This was submitted via the source I got it from (Mozilla Future Releases blog), and directly to the demo page, a couple of days ago by AndrewDucker, but unfortunately got little attention
Since I was having trouble understanding what the impressive part is here (low polys, (apparently) static lighting, and bump mapping at smooth frame rates have been WebGL tech demos for a while), so I found some more context:
Obviously they haven't implemented / turned off the bells and whistles. Which conflicts a bit with the news entry, which says "with all visual effects". Does anyone know how much they have implemented? I'm interested, but more information seems hard to find.
I'm afraid it's glitchy, and there's something horrible happening on the square panel above the door - looks like two flats superimposed, or transparency moire, or some such.
Sorry, but I'm not especially impressed - this is on a high end desktop machine custom built for gaming at 1920 x 1200(core i7, 12GB RAM, GTX670s etc.) - there's no hardware reason for it not to be perfect. Running Chrome 24.0.1312.57 on Windows 7 64 bit.
It didn't run on my Nexus 7 (no WebGL found) but then I'm not running a beta version of Chrome. Perhaps that would be the impressive bit.
EDIT: updated Chrome to 25.0.1364.97 m (the latest) and got the "Aw, Snap!" dead tab on reloading. State of web development as expected. Perhaps THAT'S why there aren't any AAA titles on WebGL...
I'm on a dual GPU system running Linux + bumblebee. When using the Sandy Bridge GPU, I also see all black with only the lighting highlights visible. Just tried again with the nVidia GPU and it worked fine.
I really like WebGL, and I want it to succeed, but for this to happen developers are going to have to make sure that their code works on reasonably low end hardware (i.e. integrated graphics). This sort of GPU inconsistency is so common with WebGL right now that it reminds me of trying to browse the web on Linux circa 2000.
I got a lot of these errors on the console for Chrome:
.WebGLRenderingContext: GL ERROR :GL_INVALID_ENUM : glCompressedTexImage2D: internal_format was GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
Turns out it requires S3TC compression which is not supported in Mesa drivers by default (only decompression is).
After installing libtxc_dxtn.so it worked just fine in Chrome.
Also it doesn't work with Firefox 10.0.12, even if I enable WebGL. It does work with latest nightly (Firefox 22.0a1) though.
Aha! Installing the libtxc_dxtn_s2tc0 package fixed it, and it ran smoothly (with a small periodic stutter). That fixed BananaBread too (well, it's still buggy, but sometimes it works correctly). That package seriously needs to be a default for Ubuntu, given how many WebGL pages I've seen it break.
That is cool. and it works well. Even on my linux laptop. Also on Firefox. In fact, it seems faster in Firefox than Chrome. Maybe because its been dev with Firefox as test platform or something.. I wonder.
This has quite a way to go. I'm running Firefox 18 on my Radeon HD 6970 card (high end gaming grade) and there's quite a bit of stuttering every few seconds.
Whenever I see demos like this, I wonder why we don't have full-blown WebGL games out there? What are the limiting factors? Can somebody explain the issues?
So when is Unigine going to launch a cross-platform OpenGL ES 2.0/3.0 benchmark for Android and iOS? They seem to have it for everything else except mobile.
I don't get it. How have 90% of start up websites not conditioned you to scroll below the fold? Scrolling is more pervasive today in UX than it was 10 years ago. (See: Bootstrap)
https://news.ycombinator.com/item?id=5251980
https://news.ycombinator.com/item?id=5252075