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by mrspeaker 2364 days ago
This is the opposite problem of why I enjoyed the article! I understand why they used Regl (as they say, it's because WebGL is ludicrously verbose)... so the article was great for me as someone comfortable with the the very basic basics!

If you're just getting started and want to do it from completely from scratch, then https://webglfundamentals.org (or https://webgl2fundamentals.org - though I'm starting to fear WebGL2 is not getting as much traction as it should... is it dead?!) is the place to go. This site is really fantastic at explaining what all the boilerplate is actually doing.

1 comments

It's not supported on Mac/iOS. Apple's solution to this was going to be WebGPU, but it's been in committee hell for way too long, and Apple is seemingly intent on torpedoing any goodwill they have left.

Google has since picked up the slack and is working to add WebGL 2 to WebKit on Mac/iOS platforms.

https://bugs.webkit.org/show_bug.cgi?id=126404

Just to be clear, it is not supported on macOS Safari, but WebGL2 works with other browser engines. On iOS, there are no choices however because all browsers have to use the provided Apple one behind the scenes.
I'm not sure how to interpret your theory of what is happening behind the scenes - Switching WebGL to use ANGLE on Safari/WebKit is a Google-led project and Apple is "meh" on it?

Your link is just talking about the feature being blocked on the ANGLE switch.

Together with Apple employees, as explained in some Khronos talk available on their YouTube channel.

Google is also working alongside Apple on WebGPU (Chrome initial support is macOS only), with Mozilla finally having some initial work ongoing.