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Can you explain the steps necessary to display a 3D model using WebGL? (without using any 3rd party libraries). Could it possibly be easier than just pointing `
by marcellus23 5y ago
Can you explain the steps necessary to display a 3D model using WebGL? (without using any 3rd party libraries). Could it possibly be easier than just pointing `src` to the URL of a model file?
- thrower123 5y agoWhat's the format of the 3D model? Are you going to build in support for all of the dozens of model formats that are in common use in every browser? Are you going to specify yet another new 3D model format as a standard target for browser to support?
- marcellus23 5y agoNot sure where you got the idea of yet another format, no one seems to be mentioning that here or in the proposal. Presumably browsers would support the most popular formats, just as they do with images and video. And just as with images and video, we'll likely end up in a situation where m most formats are supported by most browsers, with a couple odd formats that are only supported by some. Doesn't seem like a huge deal.
- fenomas 5y agoI'm only a casual at 3D, but my experience has always been that no two format implementations ever quite work the same way. Unless apple is proposing to elevate some existing implementation, that already has interop across various platforms, then I think anything they do would necessarily be Yet Another Format.
- deleted 5y ago[deleted]
- 8note 5y agoWouldn't an equivalent experience be <canvas> with no webgl used at all? Get to see a nice blank screen for both. Once you fiddle with all the settings so you aren't looking out from the inside of a monochrome polygon, you're going to approach the same complexity as the webgl version