JOGL applets against WebGL

Are there significant technical differences between using JOGL in applets against WebGL? I would like to dwell on two features:

  • Performance. Significantly more overhead for 3D rendering with WebGL?
  • Functionality: how well do these two support the OpenGL standard?

I am developing a three-dimensional web application, and I would like to know more about the technical capabilities of the two.

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I think that the pure rendering speed of GL will be similar, in particular if you are doing a lot of work in a small number of calls. For other Java code, it’s usually about 5-10 times faster than Javascript: http://blog.j15r.com/2011/12/for-those-unfamiliar-with-it-box2d-is.html

There are other differences:

  • JOGL requires you to be able to run applets / a signed website (I'm not sure, by default it is enabled by default in most browsers)
  • WebGL requires a browser that supports WebGL (modern Chrome, Safari or Firefox does not work in IE) ....
  • WebGL is based on GL ES 2.0, meaning there is no support for a fixed function GL loop. That means you need to implement your own shaders or use a library like three.js
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Source: https://habr.com/ru/post/918385/


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