Optimizing WebGL Usage
Colt McAnlis, Petter Lubbers, Brandon Jones, Duncan Tebbs, Andrzej Manzur, Sean Bennett, Florian d’Erfurth, Bruno Garcia, Shun Lin, Ivan Popelyshev, Jason Gauci, Jon Howard, Ian Ballantyne, Jesse Freeman, Takuo Kihira, Tyler Smith, Don Olmstead, John McCutchan, Chad Austin, Andres Pagella · Apress eBooks · 2014
As hardware evolved, games went from two-dimensional affairs into the third dimension. This evolution also happened in the browser. Although two-dimensional rendering could be done through the use of the Canvas application programming interface (API) it wasn’t until the Web Graphics Library (WebGL) debuted that the graphics hardware was actually exposed to a lower level within the context of the browser. This API has now been implemented by every major browser vendor, making it possible to create a fully three-dimensional game without relying on a plug-in.