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Optimizing WebGL Usage

Don Olmstead, Software Engineer, Sony Network Entertainment
  • Colt McAnlis
  • Petter Lubbers
  • Brandon Jones
  • Duncan Tebbs
  • Andrzej Manzur
  • Sean Bennett
  • Florian d’Erfurth
  • Bruno Garcia
  • Shun Lin
  • Ivan Popelyshev
  • Jason Gauci
  • Jon Howard
  • Ian Ballantyne
  • Jesse Freeman
  • Takuo Kihira
  • Tyler Smith
  • Don Olmstead
  • John McCutchan
  • Chad Austin
  • Andres Pagella
Chapter

Abstract

As hardware evolved, games went from two-dimensional affairs into the third dimension. This evolution also happened in the browser. Although two-dimensional rendering could be done through the use of the Canvas application programming interface (API) it wasn’t until the Web Graphics Library (WebGL) debuted that the graphics hardware was actually exposed to a lower level within the context of the browser. This API has now been implemented by every major browser vendor, making it possible to create a fully three-dimensional game without relying on a plug-in.

Keywords

Graphic Processing Unit Application Programming Interface Texture Unit Depth Test Vertex Data 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Copyright information

© Colt McAnlis 2014

Authors and Affiliations

  • Colt McAnlis
    • 1
  • Petter Lubbers
    • 1
  • Brandon Jones
    • 1
  • Duncan Tebbs
    • 1
  • Andrzej Manzur
    • 1
  • Sean Bennett
    • 1
  • Florian d’Erfurth
    • 1
  • Bruno Garcia
    • 1
  • Shun Lin
    • 1
  • Ivan Popelyshev
    • 1
  • Jason Gauci
    • 1
  • Jon Howard
    • 1
  • Ian Ballantyne
    • 1
  • Jesse Freeman
    • 1
  • Takuo Kihira
    • 1
  • Tyler Smith
    • 1
  • Don Olmstead
    • 1
  • John McCutchan
    • 1
  • Chad Austin
    • 1
  • Andres Pagella
    • 1
  1. 1.CAUS

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