A few years back, Java applications − as a combination of applets and
JOGL − were used to process 3D graphics on the Web by addressing the
GPU (Graphical Processing Unit). As applets require a JVM to run, it
became difficult to rely on Java applets. A few years later, people
stopped using Java applets.
The Stage3D APIs provided by Adobe (Flash, AIR) offered GPU hardware
accelerated architecture. Using these technologies, programmers could
develop applications with 2D and 3D capabilities on web browsers as well
as on IOS and Android platforms. Since Flash was a proprietary
software, it was not used as web standard.
OpenGL
OpenGL (Open Graphics Library) is cross-language, cross-platform API
for 2D and 3D graphics. It is a collection of commands. OpenGL4.5 is the
latest version of OpenGL. The following table lists a set of
technologies related to OpenGL.
API |
Technology Used |
OpenGL ES |
It is the library for 2D and 3D graphics on embedded systems −
including consoles, phones, appliances, and vehicles. OpenGL ES 3.1 is
its latest version. It is maintained by the Khronos Group www.khronos.org |
JOGL |
It is the Java binding for OpenGL. JOGL 4.5 is its latest version and it is maintained by jogamp.org. |
WebGL |
It is the JavaScript binding for OpenGL. WebGL 1.0 is its latest version and it is maintained by the khronos group. |
OpenGLSL |
OpenGL Shading Language. It is a programming language which
is a companion to OpenGL 2.0 and higher. It is a part of the core OpenGL
4.4 specification. It is an API specifically tailored for embedded
systems, such as those present on mobile phones and tablets. |
Note − In WebGL, we use GLSL to write shaders.
What is WebGL?
WebGL (Web Graphics Library) is the new standard for 3D graphics on
the Web, It is designed for the purpose of rendering 2D graphics and
interactive 3D graphics. It is derived from OpenGL's ES 2.0 library
which is a low-level 3D API for phones and other mobile devices. WebGL
provides similar functionality of ES 2.0 (Embedded Systems) and performs
well on modern 3D graphics hardware.
It is a JavaScript API that can be used with HTML5. HTML5 has
several features to support 3D graphics such as 2D Canvas, WebGL, SVG,
3D CSS transforms, and SMIL.
WebGL code is written within the
<canvas> tag of HTML5.
It is a specification that allows Internet browsers access to Graphic
Processing Units (GPUs) on those computers where they were used.
Who Developed WebGL
An American-Serbian software engineer named
Vladimir Vukicevic did the foundation work and led the creation of WebGL.
- In 2007, Vladimir started working on an OpenGL prototype for Canvas element of the HTML document.
- In March 2011, Kronos Group created WebGL.
Browsers Supported
The following tables show a list of browsers that support WebGL −
Web Browsers
Browser Name |
Version |
Support |
Internet Explorer |
11 and above |
Complete support |
Google Chrome |
39 and above |
Complete support |
Safari |
8 |
Complete support |
Firefox |
36 and above |
Partial support |
Opera |
27 and above |
Partial support |
Mobile Browsers
Browser Name |
Version |
Support |
Chrome for Android |
42 |
Partial support |
Android browser |
40 |
Partial support |
IOS Safari |
8.3 |
Complete support |
Opera Mini |
8 |
Does not support |
Blackberry Browser |
10 |
Complete support |
IE mobile |
10 |
Partial support |
Advantages of WebGL
Here are the advantages of using WebGL −
- JavaScript programming − WebGL applications are written in
JavaScript. Using these applications, you can directly interact with
other elements of the HTML Document. You can also use other JavaScript
libraries (e.g. JQuery) and HTML technologies to enrich the WebGL
application.
- Increasing support with mobile browsers − WebGL also supports Mobile browsers such as iOS safari, Android Browser, and Chrome for Android.
- Open source − WebGL is an open source. You can access the source code of the library and understand how it works and how it was developed.
- No need for compilation − JavaScript is a half-programming
and half-HTML component. To execute this script, there is no need to
compile the file. Instead, you can directly open the file using any of
the browsers and check the result. Since WebGL applications are
developed using JavaScript, there is no need to compile WebGL
applications as well.
- Automatic memory management − JavaScript supports
automatic memory management. There is no need for manual allocation of
memory. WebGL inherits this feature of JavaScript.
- Easy to set up − Since WebGL is integrated within HTML 5,
there is no need for additional set up. To write a WebGL application,
all that you need is a text editor and a web browser.
Environment Setup
There is no need to set a different environment for WebGL. The
browsers supporting WebGL have their own in-built setup for WebGL.
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