ABSTRACT

At the SIGGRAPH 2009 OpenGL BOF, we first heard about WebGL, an upcoming web standard for a graphics API based on OpenGL ES 2.0 available to JavaScript through the HTML5 canvas element, basically OpenGL for JavaScript. We had mixed feelings. On the one hand, WebGL brought the promise of developing zero-footprint, cross-platform, cross-device, hardware-accelerated 3D applications. On the other, it requires us to develop in JavaScript. Could we do large-scale software development in JavaScript? Could we write high-performance graphics code in JavaScript?