使用标准工具包之一创建特定于应用程序的浏览器 (ASB),然后直接过渡到直接使用 Web 浏览器可能是一种可行的方法。您现在没有理由不能对该策略进行兼容性测试,因为支持该策略的浏览器已经处于公开测试阶段。
WebGL support has been offered in WebKit builds for more than a year. So if your clients use Macintosh computers then you could create a standalone application using WebKit.
And that is just for the time being. By next year, I think you will see support for WebGL in every major browser except IE, which is experiencing a dwindling user base.
Alternatively, you could write a plugin/addon for each major browser, including IE. That is more work for you. If you do not want to leave the web standards to the browser makers, you can take up the challenge yourself.
Probably not the best plan in the long term, though. They will continually optimize for speed, memory efficiency, rendering quality, and responsiveness. You probably will not want to put the same amount of continuous effort into it as them. You probably will not offer the same cross platform support they do.
Creating an application specific browser (ASB) with one of the standard toolkits, and then transitioning to using web browsers directly a short ways down the road is probably the way to go. No reason why you cannot work out the compatibility testing for that strategy now, since the browsers with support for it are already in public beta.
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jslibs 是一个独立的 JavaScript 运行时,对 OpenGL 有很好的支持。查看这些示例。
jslibs is a standalone JavaScript runtime that has a good support of OpenGL. Look at these samples.
WebKit 中已提供 WebGL 支持 版本以获取更多信息一年多。因此,如果您的客户使用 Macintosh 计算机,那么您可以使用 WebKit 创建独立的应用程序。
这只是暂时的。到明年,我认为除了 IE 之外,所有主流浏览器都将支持 WebGL,而 IE 的用户群正在不断减少。
或者,您可以为每个主要浏览器(包括 IE)编写一个插件/附加组件。这对你来说是更多的工作。如果您不想将网络标准留给浏览器制造商,您可以自己接受挑战。
但从长远来看,这可能不是最好的计划。他们将不断优化速度、内存效率、渲染质量和响应能力。您可能不想像他们一样投入同样多的持续努力。您可能不会提供与他们相同的跨平台支持。
使用标准工具包之一创建特定于应用程序的浏览器 (ASB),然后直接过渡到直接使用 Web 浏览器可能是一种可行的方法。您现在没有理由不能对该策略进行兼容性测试,因为支持该策略的浏览器已经处于公开测试阶段。
WebGL support has been offered in WebKit builds for more than a year. So if your clients use Macintosh computers then you could create a standalone application using WebKit.
And that is just for the time being. By next year, I think you will see support for WebGL in every major browser except IE, which is experiencing a dwindling user base.
Alternatively, you could write a plugin/addon for each major browser, including IE. That is more work for you. If you do not want to leave the web standards to the browser makers, you can take up the challenge yourself.
Probably not the best plan in the long term, though. They will continually optimize for speed, memory efficiency, rendering quality, and responsiveness. You probably will not want to put the same amount of continuous effort into it as them. You probably will not offer the same cross platform support they do.
Creating an application specific browser (ASB) with one of the standard toolkits, and then transitioning to using web browsers directly a short ways down the road is probably the way to go. No reason why you cannot work out the compatibility testing for that strategy now, since the browsers with support for it are already in public beta.
那么您想用 javascript 编写一个可以使用 opengl 的独立平台独立应用程序吗?
我会尝试制作 JOGL 应用程序。
So you want to write a standalone platform-independant application in javascript that can use opengl?
I would try making a JOGL application.