Re:From 0 to glTF with WebGPU: Basic Materials and Textures
by T_MacThrowFace on Thursday May 02, 2024 @06:57AM
(#40234742)
only if you look past the uncount(ed|able) lines of plain C it would take to make it usable on any device, by everyone with a web browser
[ Parent
| on HN ]
Re:From 0 to glTF with WebGPU: Basic Materials and Textures
by shiandow on Thursday May 02, 2024 @09:13AM
(#40235833)
Except for the people using firefox (stable), or any mobile device.
With freeglut it's fairly doable to make a version that has wider support than this webpage. Though I definitely prefer this post's syntax to OpenGL.
Not sure if that matters though, given that this is clearly meant as a tutorial for WebGPU, but there's still a ways to go before WebGPU can claim to have broad support.
Re:From 0 to glTF with WebGPU: Basic Materials and Textures
by pjmlp on Thursday May 02, 2024 @11:56AM
(#40237684)
Only if using legacy pre-OpenGL Core profile, in terms of lines of code, to come back to original point of this thread.
Additionally, while I tend to bash WebGL and WebGPU lagging behind native counterparts, they are in one thing, being 3D APIs designed specifically for managed languages.
Also Firefox does WebGL, and if they would have used Threejs or BabylonJS, it would be used instead.