WebGL excerpts from recently published interview with
Neil Trevett, Vice President Embedded Content, NVIDIA | President, Khronos Group, Nov. 2009, http://www.3d-test.com/interviews/khronos_2.htm
WebGL is a low-level JavaScript binding to OpenGL ES 2.0, exposed through the HTML 5 Canvas element as Document Object Model interfaces.
WebGL can also bind to OpenGL 2.0 and above for 3D acceleration on desktop platforms. OpenGL 3.2 and OpenGL ES 2.0 are increasingly close in core functionality – and the OpenGL and OpenGL ES working groups are cooperating within Khronos to ensure the two APIs don’t diverge.
Will you be able to run the latest generation high-end first person shooters in JavaScript? Probably not. But the browser vendors are confident that JavaScript will deliver enough performance for a wide range of games, applications and user interfaces to be enabled using WebGL.
It’s an API NOT a plug-in!
The thing to realize about WebGL is that this is being DRIVEN by the Browser vendors – this is not plug-in vendors trying to push something into the Web.
All I can say is that Apple, Google, Mozilla and Opera are actively developing and promoting WebGL – and that WebGL prototypes are already appearing in open source browser builds. Microsoft is not a member of Khronos – but I would expect third parties to implement WebGL on Internet Explorer
There is no file format for WebGL. WebGL provides access to OpenGL ES from JavaScript – nothing more. For example, there is no support in WebGL for loading 3D models, for receiving input and interacting with the user, or for communicating over a network.
Flash is a ubiquitous part of the web – it will be widely used for a long time to come. However Flash is a plug-in – and so is very different to WebGL which enables direct access to 3D from the web page itself – each is suitable for different types of content.
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