As someone working on Mozilla's WebGL implementation, I assure you that WebGL is not just about passing OpenGL calls "unfiltered" to the driver. In fact, an implementation doing that could not even pass the standard…
The proof-of-concept is really just painting 10,000 rectangles the size of the window. It's that stupid. It has nothing to do with shaders or anything fancy. As long as you allow painting many large triangles as a…
It just renders 10,000 rectangles of the size of the browser window, which by itself is enough to DOS; to make it a bit worse, it also uses a large texture and adresses it with very little respect for memory locality…
They closed my bug as "fixed" but didn't give any details. I'll have a look at it again when the next beta / final build of silverlight 5 comes out. In the WebGL WG we are very confident that this can't be fixed without…
As someone working on Mozilla's WebGL implementation, I assure you that WebGL is not just about passing OpenGL calls "unfiltered" to the driver. In fact, an implementation doing that could not even pass the standard…
The proof-of-concept is really just painting 10,000 rectangles the size of the window. It's that stupid. It has nothing to do with shaders or anything fancy. As long as you allow painting many large triangles as a…
It just renders 10,000 rectangles of the size of the browser window, which by itself is enough to DOS; to make it a bit worse, it also uses a large texture and adresses it with very little respect for memory locality…
They closed my bug as "fixed" but didn't give any details. I'll have a look at it again when the next beta / final build of silverlight 5 comes out. In the WebGL WG we are very confident that this can't be fixed without…