How is the development and popularization of the WebGL2.0 standard? -

Source: Internet
Author: User
For example, to what extent does the current WebGL2.0 standard develop? What major functions will be added compared with WebGL1.0? Are mainstream browsers currently supported? If not, when is WebGL2.0 expected to be supported by most mainstream browsers? For example, to what extent does the current WebGL2.0 standard develop? What major functions will be added compared with WebGL1.0? Are mainstream browsers currently supported? If not, when is WebGL2.0 expected to be supported by most mainstream browsers? Reply content: A WebGL 2 Samples Pack project happened. The content is a simple and direct routine for displaying the new features of WebGL2. It is suitable for learning the usage of the new features of WebGL2. Github link: GitHub-WebGLSamples/WebGL2Samples: Short and easy to understand samples demonstrating WebGL 2 features

Paste several pieces of samples, and each sample shows the new features of the corresponding WebGL 2.
  • Texture

  • Transform feedback

  • Flat and smooth interpolation in es 3 shader language

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Next I will try to answer the question:
To what extent does the current WebGL2.0 standard develop?
I don't know much about it. I feel that the standards are complete and are currently in the implementation phase of browsers. According to my teacher, most mobile device hardware supports WebGL2 (to be verified ). For details about the spec of WebGL 2, see WebGL 2 Specification.

What major functions will be added compared with WebGL1.0?
WebGL 1 can be seen as javascript porting of OpenGL ES 2. Similarly, WebGL 2 can be seen as javascript porting of OpenGL ES 3. Therefore, most of the features can correspond to the features in OpenGL ES 3. Of course, some details may differ (for example, texture swizzle is not supported ). In addition to WebGL 2 spec, these new features can be found in OpenGL ES 3 books. Of course, I highly recommend our WebGL 2 Samples Pack to directly find new features and their usage. Generally, each feature has a corresponding sample.

Important features include:
Uniform buffer object
Vertex array object
Transform feedback
Multisample fbo
Multiple render targets
A series of texture-related items: texture lays, texture 2d array, texture 3d, and compression format texture

Are mainstream browsers currently supported?
Chrome and Firefox WebGL2 are still under development, but most of the functions are available, and the rest are under rapid development. The method for obtaining the WebGL2 environment can be found here: Getting a WebGL Implementation. The latest WebGL 2 context should use Google Chrome Canary and Firefox developer edition.
I talked to google people, but the specific release time is hard to remember, as if it was June this year? In short, it will not be long. Khronos has held a meeting on WebGL2 and glTF at GDC in March this year.
Specific features have been implemented. You can see the test status in the ReadMe table of our WebGL 2 Sample Pack.

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Last posted a Google Blog, What's coming in-webgl-20: http://blog.tojicode.com/2013/09/whats-coming-in-webgl-20.html

Finally, let's look at our entry-level project, WebGL 2 Sample Pack: GitHub-WebGLSamples/WebGL2Samples: short and easy to understand samples demonstrating WebGL 2 featuresWebGL 2.0 is now supported in the latest Firefox and Chrome desktop versions. The key to popularization is when Safari and iOS are supported, otherwise, the independence of the WebGL platform is equivalent to an empty talk.

For the new features of WebGL 2.0, you can refer to the outlook on WebGL 2.0 in my column. Compared with WebGL 1.0, the 2.0 feature increase is a very practical and urgent function. A self-answer to this question suddenly found an artifact: WebGL Report

You can easily view the current browser's support for WebGL1.0/2.0, including the supported attributes, uniform, varying quantity, and support for some important functions.
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