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WebGL renderer #8

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@aduros

This should be straightforward, but only worth doing once WebGL becomes more available on mobile. Consider adding GLSL support to HxSL and reusing the shaders in flambe.platform.shader.

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  1. aduros commented on Jan 21, 2013

    @aduros
    OwnerAuthor

    This is about 80% done! Build with -D flambe_enable_webgl to enable. Things still to be done:

    • DONE: Texture.readPixels and writePixels.
    • DONE: Texture.graphics.
    • DONE: Scissor testing.
    • DONE: A couple Graphics transform methods.

    Performance is a bit better than the canvas renderer on desktop browsers, except for Chrome (Linux) where it's way better. No difference on the Android Chrome beta. I need to do more testing, until there's a clear performance win to using WebGL, I'm probably going to pause work on this for now.

    I would happily accept patches for the remaining things though :)

  2. aduros commented on Apr 17, 2013

    @aduros
    OwnerAuthor

    WebGL is a lot faster than canvas on Android Chrome stable!

    More TODOs:

    • DONE: Wire up contextlost events to System.hasGPU.
    • Compressed texture support.
  3. ghost assigned on Apr 24, 2013
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