About r100

Discussion and feedback on Construct 2

Post » Wed Aug 01, 2012 7:05 am

My plans with the tint shader is to do a simple colouring book, where i have all white sprites with a black bold border, and i want to colorize the white area with an rgb value.

there is already a plugin for this, it works only with webgl and only in firefox & ie though.
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Post » Wed Aug 01, 2012 11:36 am

@bjadams - don't forget WebGL shaders only work in Chrome and Firefox, and only when the graphics drivers are relatively new as well.
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Post » Wed Aug 01, 2012 12:09 pm

which is not good news!!!
they might work on IE using the "chrome frame" plugin if you pop that up for teh user to install.

i can't understand how come safari does not support webgl, they just release v6 recently
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Post » Wed Aug 01, 2012 2:19 pm

Countdown to r100!!
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Post » Wed Aug 01, 2012 4:26 pm

[QUOTE=bjadams] which is not good news!!!
they might work on IE using the "chrome frame" plugin if you pop that up for teh user to install.

i can't understand how come safari does not support webgl, they just release v6 recently[/QUOTE]

My lab director just spent a week out at Google (Mountain View, CA) and he returned utterly convinced of the future of WebGL and HTML5. Google is doing some insanely amazing work with WebGL and they will be pushing it HARD.

Others will come around. Anything worth doing involves risk and some manner of faith.

Cheers!
Darin
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Post » Wed Aug 01, 2012 4:36 pm

@srealist:
Apple will probably come around. You never know about the IE guys over at microsoft though.
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Post » Wed Aug 01, 2012 5:00 pm

[QUOTE=Ashley] @bjadams - don't forget WebGL shaders only work in Chrome and Firefox, and only when the graphics drivers are relatively new as well.[/QUOTE]

What about on mobile platforms, do those support webGL shaders?

Is there ever going to be a chance of normal and specular mapping, and or vertex based lighting when using vector objects?
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Post » Wed Aug 01, 2012 5:22 pm

When is r100 going out? :D
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Post » Wed Aug 01, 2012 5:25 pm

Haha, I love how this topic has become a discussion about r100, WebGL and Shaders.

I too can't wait to see Construct realize the potential WebGL!
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Post » Wed Aug 01, 2012 5:47 pm

WebGL does not currently have a large reach: it is only on by default in Chrome and Firefox, and even then about half of that user base has out of date drivers so WebGL gets disabled. IE shows no signs of supporting it at all, but Chrome Frame will enable it (as long as the driver is not too old). Opera supports it, but it's off by default and must be switched on. Safari for Mac supports it but only on Mac (not the Windows version) and again off by default. Currently we've disabled WebGL on all mobile devices because it's either broken or a lot slower, so no shaders on mobile for the time being.

However, it will improve: I believe Google will add WebGL to Chrome for Android, Firefox Mobile already supports WebGL (although it needs some work to be faster and some bugs to be fixed), Opera and Safari should eventually switch WebGL on by default, and as people gradually replace their computers the number of people with WebGL disabled due to old drivers will gradually fall. IE is also still losing market share to Chrome at a steady pace.

The main reason we're adding WebGL shaders now is because of the EXE exporter. With Awesomium, WebGL is forced on for all computers. This means if you export your game as a desktop app, you can guarantee shaders will be available.
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