Structured and well declared markup is no joke. If you actually refer to the common "hacks" to get demos and eye-candy stuff working, then I do agree. On the contrary, if you refer to ditching all HTML and CSS in favor of WebGL, then we're fucked.
This is probably a bit OT, but it makes me sad that flat shading as an art style has been abandoned in games. Ever since pixel shaders and normal maps gave us shiny plastic-y objects, developers haven't looked back.
It blows my mind that I can switch between the three different renderers without dropping a noticing a single framedrop. I had to open the devtools and verify that there is actually a change happening to believe it.
> I love WebGL, but unfortunately it doesn't work everywhere.
What is meant by that? WebGL does seem to work here as in the appearance and frame rate are the same compared to SVG but with less CPU usage on my machine/browser (Chrome).
[+] [-] skrebbel|12 years ago|reply
[+] [-] kh_hk|12 years ago|reply
[+] [-] pdknsk|12 years ago|reply
[+] [-] lifeformed|12 years ago|reply
[+] [-] seanmcdirmid|12 years ago|reply
http://blogs.msdn.com/b/sean_mcdirmid/archive/2009/07/27/a-w...
I'm not sure if it was useful though.
[+] [-] ch0wn|12 years ago|reply
[+] [-] sbarre|12 years ago|reply
[+] [-] sciencerobot|12 years ago|reply
What is meant by that? WebGL does seem to work here as in the appearance and frame rate are the same compared to SVG but with less CPU usage on my machine/browser (Chrome).
[+] [-] nxn|12 years ago|reply
[+] [-] ssiddharth|12 years ago|reply
[+] [-] sheng|12 years ago|reply
[+] [-] troels|12 years ago|reply
[+] [-] arcameron|12 years ago|reply
I think WebGL has a lot of potential, feel free to check out my hackish background bump mapping @
http://anthonycameron.com/lab/background-bumps
[+] [-] Detrus|12 years ago|reply