[Public WebGL] chrome mobile
Gregg Tavares (勤)
Wed Feb 8 15:26:02 PST 2012
On Wed, Feb 8, 2012 at 3:16 PM, David Sheets <[email protected]> wrote:
> On Wed, Feb 8, 2012 at 1:24 PM, Gregg Tavares (勤) <[email protected]> wrote:
> > it's poor cache.
> released one? Do you have special access to one?
No I haven't. But I have programmed 2 shipping PS3 games and I know that
any indirection massively kills perf on PS3. PCs do okay at this. PowerPCs,
hence you're unlikely to get any significant speed out of it on a PS3.
GLSL sandbox needs no JS speed because it's doing almost nothing but most
WebGL apps need to do significant work in JS (matrix multiplies, draw
On top of that, PS3 doesn't have a runtime GLSL compiler. You're required
to compile offline. (though I suppose they could add one)
All I'm saying is I wouldn't get your hopes up for WebGL on PS3 either
happening or being all that amazing.
> > I suppose GLSL sandbox would have no problem but not a whole lot else.
> If you haven't used an implementation and no one else has either, how
> can we know?
> My iPhone 3gs also seems to be theoretically capable but totally
> locked down and without implementation. So much for ownership of my
> own devices...
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