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So, this is a bit of an aside, but last night I wrote a patch for WebView on iOS to enable WebGL in Safari (which I believe I'm releasing on the Cydia store soo
by daeken 14y ago
So, this is a bit of an aside, but last night I wrote a patch for WebView on iOS to enable WebGL in Safari (which I believe I'm releasing on the Cydia store soon for $1 probably; I figure why not), and the iPad 3 runs this really well: http://i.imgur.com/rs70S.jpg http://i.imgur.com/rs70S.jpg
Smooth as butter, but it seems that everyone uses onmousedown/over/up rather than ontouch* events, so click-to-view type things don't work at all on iOS, meaning you can't rotate the model here. I guess that's simply because WebGL has been 99.9% on the desktop so far, with the few exceptions being Mobile Firefox, Boot2Gecko, and the Playbook browser. Still interesting I think, though.
- tar 14y agoPlease post your patch on HN when you release it. I think many HN readers would be interested.
- daeken 14y agoDefinitely will! Just waiting to hear from saurik about getting it in the store. Hopefully it'll be up soon.
- magicalist 14y agoNot to dash any hopes of getting rich on this :) but is your patch significantly different than this: http://atnan.com/blog/2011/11/03/enabling-and-using-webgl-on-ios/ http://atnan.com/blog/2011/11/03/enabling-and-using-webgl-on... ? I've never tried it, but the occasional screenshot and video have shown up online from people saying it works pretty well.
- daeken 14y agoYes-ish. Same exact mechanism to enable it inside the WebView, but the tough (well, marginally) part is how you apply that to all the WebViews on the system. Don't get me wrong, this is not a substantial patch. However, it saves you from a couple hours of debugging random issues; I don't think $1 is unreasonable. I don't really care about making money off it, though, I'm just curious to see how it does.