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author | Alon Zakai <alonzakai@gmail.com> | 2012-04-07 21:37:25 -0700 |
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committer | Alon Zakai <alonzakai@gmail.com> | 2012-04-07 21:37:25 -0700 |
commit | c78357cce927d3ffc80fcafabc3cd20cf2751d38 (patch) | |
tree | b0fe38b4681d4f37f09572292095e7ef8d4991e0 | |
parent | d12dd0c3eb42f4053ae9e156b76f8aea197bce5e (diff) |
move gl docs to wiki
-rw-r--r-- | src/library_gl.js | 23 |
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 = { |