Webgl Firefox



The main usage of WebGL is the implementation of GPU-accelerated usage of physics, effects and image processing as part of the web page canvas. The original author of WebGL is the Mozilla Foundation. What is causing the ‘WebGL not supported’ issue?

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2016-04 Firefox allows for control characters to be set in cookie names 2016-03 Buffer overflow in WebGL after out of memory allocation 2016-02 Out of Memory crash when parsing GIF format images 2016-01 Miscellaneous memory safety hazards (rv:44.0 / rv:38.6) # Fixed in Firefox 43.0.2. Set it to true (Like Chrome, Firefox has a Use hardware acceleration when available checkbox, in Preferences Advanced General Browsing. However, unlike Chrome, Firefox does not require this checkbox to be checked for WebGL to work.).

WebGL enables web content to use an API based on OpenGL ES 2.0 to perform 2D and 3D rendering in an HTML canvas in browsers that support it without the use of plug-ins. WebGL programs consist of control code written in JavaScript and shader code (GLSL) that is executed on a computer's Graphics Processing Unit (GPU). Hirobeyond imprinted. WebGL elements can be mixed with other HTML elements and composited with other parts of the page or page background. Free poster creator for macfarmbertyl.

This article will introduce you to the basics of using WebGL. It's assumed that you already have an understanding of the mathematics involved in 3D graphics, and this article doesn't pretend to try to teach you 3D graphics concepts itself.

The code examples in this tutorial can also be found in the webgl-examples GitHub repository.

It's worth noting here that this series of articles introduces WebGL itself; however, there are a number of frameworks available that encapsulate WebGL's capabilities, making it easier to build 3D applications and games, such as THREE.js and BABYLON.js.

Webgl driver update

Preparing to render in 3D

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Webgl

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Webgl

The first thing you need in order to use WebGL for rendering is a canvas. The HTML fragment below declares a canvas that our sample will draw into.

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Preparing the WebGL context

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The main() function in our JavaScript code, is called when our script is loaded. Its purpose is to set up the WebGL context and start rendering content.

The first thing we do here is obtain a reference to the canvas, assigning it to a variable named canvas.

Once we have the canvas, we try to get a WebGLRenderingContext for it by calling getContext() and passing it the string 'webgl'. If the browser does not support WebGL, getContext() will return null in which case we display a message to the user and exit.

If the context is successfully initialized, the variable gl is our reference to it. In this case, we set the clear color to black, and clear the context to that color (redrawing the canvas with the background color).

At this point, you have enough code that the WebGL context should successfully initialize, and you should wind up with a big black, empty box, ready and waiting to receive content.

View the complete code | Open this demo on a new page

See also

Webgl Firefox
  • An introduction to WebGL: Written by Luz Caballero, published at dev.opera.com. This article addresses what WebGL is, explains how WebGL works (including the rendering pipeline concept), and introduces some WebGL libraries.
  • An intro to modern OpenGL: A series of nice articles about OpenGL written by Joe Groff, providing a clear introduction to OpenGL from its history to the important graphics pipeline concept, and also includes some examples to demonstrate how OpenGL works. If you have no idea what OpenGL is, this is a good place to start.