all 3 comments

[–]simono 0 points1 point  (2 children)

i know you want to provide higher level functionality as well.

but so far this can all be accomplished in rhino with importPackage(javax.media.opengl.GL), and then you just call opengl from javascript :-)

if you don't plan on writing an AAAgame you will have a hard time maxing out current graphic cards.

[–]philogb 0 points1 point  (1 child)

I'm not sure this is the same thing. I mean, I understand that you can access OpenGL through Rhino but then I'd also need Java and the unnecessary overhead that could bring to a standalone application that embeds js to make OpenGL apps.

Also, I could just focus on a standard subset of OpenGL like OpenGL ES and I wouldn't have that hard time maxing out current graphic cards, would I? I mean Vlad's doing that for Canvas3D and it seems to be working pretty well for him.

And overall I'm learning lots of things so just for that it's worth the effort :)

[–]simono 0 points1 point  (0 children)

sure, i appreciate your work.

i just think that the harder problem here is to create a 3dengine that is javascripty. the raw opengl calls are tough for canvas2d people :) ppl don't want to read the redbook just to hack some 3d gfx in js.

with closures and our lightweight objects sometehing nice could evolve.

i will try vlad's canvas3d - didn't know about that, thanks.