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Re:HW accelerated WebGL fallback using Java by nkassis on Tuesday June 14, 2011 @11:13AM (#2653318)
On the WebGL mailing list someone mentioned that it's not HW accelerated except on Mac OSX which makes hard to see this as a fallback for WebGL. There is also talk of using flash(molehill) as a fallback but that entails some conversion of things like shaders and sharing the data between the javascript vm and flash plugin etc.

EDIT: also for IE, it's probably best to just get Chrome Frames.

Re:HW accelerated WebGL fallback using Java by daeken on Tuesday June 14, 2011 @11:41AM (#2653461)
How well does WebGL work in Chrome Frame? I'm gonna be releasing an MVP of a product centered around WebGL and I've been thinking that GCF might be a good way to get it working on IE, but haven't yet tested. Would love to hear some experiences.
Re:HW accelerated WebGL fallback using Java by paulirish on Tuesday June 14, 2011 @12:11PM (#2653581)
It'll work as well in GCF as it will on Chrome in WinXP, which is to say, really well! There should not be a difference between the two.
Re:HW accelerated WebGL fallback using Java by qmaqdk on Tuesday June 14, 2011 @02:40PM (#2654171)
JebGL uses JOGL which is hardware accelerated (unless you're running Mesa on Linux) on all platforms.
Re:HW accelerated WebGL fallback using Java by nkassis on Tuesday June 14, 2011 @03:29PM (#2654372)
Sorry I misread the email, you are right it's not that it only works on mac osx but that it is only supported in Safari on MacOSX due to a bug in JOGL. I really misread that the first time ;p