- From: Joe D Williams <joedwil@earthlink.net>
- Date: Tue, 16 Feb 2010 14:51:16 -0800
- To: "Jonas Sicking" <jonas@sicking.cc>, "Chris Marrin" <cmarrin@apple.com>
- Cc: <public-html@w3.org>
Hi Jonas and Chris, Chris > ... The reason for adding WebGL to WebKit and other browsers was to include the smallest set of 3D functionality possible and avoid locking in any one higher-level scene-based format. Jonas > ... but I know we very intentionally wanted to do a low-level API for 3D. The goal was to allow others to play with higher level APIs on top. How wonderful is that? At least for X3DOM, the effort you described is a fantastic success. As shown, it turns out to be just a matter of some creative work to exhibit a high performance X3D context - or a very usable facsimile thereof - looking just about like real builtin stuff - even consolidated html and xhtml code. Fantastic successes. Unexpected? Mostly. I was thinking more like using some webGL in an X3D Script node, rather than seeing X3D as a script node and the easy connection to a fast high-level scenegraph runtime. Disruptive? Only if providing a level and free and open playing field for author choice is disruptive. That is why I think the concept of ECMAScript WebGL and O3D (where they intersect) is so great. Think of how much the tools for learning and implementing realtime interactive distributed collaboration have changed since the 1968 Fall Joint Computer Conference at which Doug Engelbart gave his historical demonstration of on-line computing. Thanks Again and Best Regards, Joe
Received on Tuesday, 16 February 2010 22:51:53 UTC