You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Project is dead, main dev doesn't bother to respond to shit.
You are receiving this because you are subscribed to this thread.
Reply to this email directly or view it on GitHubhttps://github.com//issues/50#issuecomment-219326891
Sorry for the late reply. I definitely missed your question.
In theory, there is nothing stopping binding to gl es since that's what is webgl. Now regarding Android, I know nodejs works on it but I never tried. Node-webgl relies on glfw and glew for desktop cross platform. I suppose we would need to remove glfw, glew, AntTweakBar (already asked in other questions) and write a jni binding to gles.
But would that work with Cordova? I dont know Cordova details enough to answer. If Cordova cam be modified to generate apps that use this special binding, and node runtine, then it could work. But if it generates webgl code to run through a web view, then this special binding won't be used.
@mikeseven I am sorry, I thought I was in a different repository! You have helped answered my questions before in this sub and once I realized I deleted my post :P
Hi man,
Is possible binding WebGL with OpenGL to improve the performance in a hybrid mobile app using Cordova?
Regards, Nicholls
The text was updated successfully, but these errors were encountered: