OpenGL being a bit flakey is the main reason for the Angle library. I think recent nvidia/amd cards work ok, but some embedded systems really (did) benefit from DX over Opengl., not sure what the state of that is now. I guess xbox/windows apps too.
Is anyone using WebGL stuff in anger? I have been thinking about doing some 3D and wondering if anyone has any ideas or suggestions here.
Paul Gene Thompson
I'm not overriding UIStageView
3D works well for me on NME with classic OpenGL, I am running Away3D without many problems on it. What I am thinking, if so many developers familiar with OpenGL, maybe its resonable to keep supporting OpenGL shaders and provide coverters for different systems. Theoretically Anger should do that, but I didnt really try this yet. Shaders is key for 3D and custom graphics efects, it will be great to have unified standart here
Yes, I think Kha and maybe Heaps have a solution here. My understanding is that they use a slightly different language that compiles to opengl/metal/vulcan/dx as required. It might be possible to steal a library, or do something like a "KhaView" or "HeapsView" like the current "OpenGLView" and insert it into the 2D scene graph. Or, as you say, use some of the Angle libraries.
Also, whats interesting, Away3D using AGAL. NME converting it to OpenGL shaders. Probably Adoby made AGAL as unified standart language for shaders, same idea to have something universal
This is solved by SPIRV-Cross. You can use GLSL, HLSL or your own shader format and compile it to the intermediate language SPIR https://www.khronos.org/spir/
I had the idea to integrate a 3DSprite object on top of GLView, like for 2.5D games. I mentioned this some months ago. My idea is also to follow GLTF format, so I already was able to load GLTF files https://github.com/madrazo/nme-go/tree/sprite3d_