- Chrome Frame - an IE plugin that uses the Chrome engine to render web-pages that request so. If an IE user has this plugin installed, all we need to do is include a single meta tag in our WebGL-enabled pages:
<meta http-equiv="X-UA-Compatible" content="chrome=1">The major downside is Chrome Frame is a plugin, and, therefore, requires an install. However, we don't need administer privileges to install Chrome Frame, making this option very attractive.
- jebgl - uses a Java applet to emulate WebGL in IE by forwarding WebGL calls to JOGL. This sounds really promising because it does not require installing a plugin. Unfortunately, I have not been able to get it to work.
- webgl-compat - a work-in-progress that implements WebGL with Canvas. I can't imagine that this is going to perform well. The first proof-of-concept rendered 25 rotating triangles at 42 fps without depth testing. Today's hardware pushes billions of triangles per second.
Monday, October 17, 2011
Internet Explorer 10 will not support WebGL. Meanwhile, all the other major browsers support this new standard. I'm still confident that Microsoft will add WebGL support to IE, but as WebGL developers what can we do in the meantime?