Writing in JS is a sacrifice of performance in the first place. Besides even the smartest, most performant library in the hands of inept programmer will produce a subpar result. If you're smart, you can write quality,…
That is only partially correct. As mentioned before, there are two types of WebGL canvas contexts out there: webgl and experimental-webgl. Former does not put the GLX_ARB_create_context_robustness extension in place,…
Up until now SL has supported pixel shaders, nothing more.
> doesnt seem like a large assumption It is for the reason I've mentioned before: XNA abstracts out pretty much everything. With XNA you're not programming to the metal anymore, which is unfortunately true with…
What a bunch of lies this is. Silverlight has nothing to do with XNA linked by the author. But even if we assume that SL5 uses XNA, XNA does not expose raw buffers in the code the way WebGL does and it does not allow…
Writing in JS is a sacrifice of performance in the first place. Besides even the smartest, most performant library in the hands of inept programmer will produce a subpar result. If you're smart, you can write quality,…
That is only partially correct. As mentioned before, there are two types of WebGL canvas contexts out there: webgl and experimental-webgl. Former does not put the GLX_ARB_create_context_robustness extension in place,…
Up until now SL has supported pixel shaders, nothing more.
> doesnt seem like a large assumption It is for the reason I've mentioned before: XNA abstracts out pretty much everything. With XNA you're not programming to the metal anymore, which is unfortunately true with…
What a bunch of lies this is. Silverlight has nothing to do with XNA linked by the author. But even if we assume that SL5 uses XNA, XNA does not expose raw buffers in the code the way WebGL does and it does not allow…