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authorAlon Zakai <alonzakai@gmail.com>2012-04-07 21:37:25 -0700
committerAlon Zakai <alonzakai@gmail.com>2012-04-07 21:37:25 -0700
commitc78357cce927d3ffc80fcafabc3cd20cf2751d38 (patch)
treeb0fe38b4681d4f37f09572292095e7ef8d4991e0
parentd12dd0c3eb42f4053ae9e156b76f8aea197bce5e (diff)
move gl docs to wiki
-rw-r--r--src/library_gl.js23
1 files changed, 2 insertions, 21 deletions
diff --git a/src/library_gl.js b/src/library_gl.js
index 29e8423f..4b7e17c8 100644
--- a/src/library_gl.js
+++ b/src/library_gl.js
@@ -1,25 +1,6 @@
/*
- * GL support.
- *
- * Emscripten supports the WebGL-friendly subset of OpenGL, basically what
- * maps directly to WebGL. This includes almost all of OpenGL ES 2.0,
- * except for client-side arrays. The reason they are missing from WebGL
- * is because they are less efficient than properly using GPU-side data.
- * Similarly, if we emulated client-side arrays here, we would end up
- * with very bad performance, since we would need to upload the data
- * on each call to glDrawArrays etc. (Even if there are two calls one
- * after the other, we can't know the data did not change!) So in
- * practical terms full OpenGL ES 2.0 emulation would be convenient,
- * but lead to bad performance so in practice you would need to properly
- * rewrite your code to a WebGL-friendly subset anyhow.
- *
- * Thankfully, rewriting to that subset is general fairly easy. See
- * the files in tests/glbook for some simple examples ported to that
- * subset.
- *
- * Regarding OpenGL aspects present on desktop GL or on OpenGL ES prior
- * to 2.0, we also do not support immediate mode (glBegin/glEnd), GL_QUADS,
- * etc. Some of these might make sense to emulate, some might not.
+ * GL support. See https://github.com/kripken/emscripten/wiki/OpenGL-support
+ * for current status.
*/
var LibraryGL = {