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Almost Native Graphics Layer Engine (ANGLE) is an open source graphic engine which implements WebGL 1.0 (2.0 which closely conforms to ES 3.0) and OpenGL ES 2.0 and 3.0 standards. It is a default backend for both Google Chrome and Mozilla Firefox on Windows platforms and works by translating WebGL and OpenGL calls to available platform-specific ...
ANGLE is currently used in a number of programs and software. Chromium and Google Chrome. [9] Chrome uses ANGLE not only for WebGL, but also for its implementation of the 2D HTML5 canvas and for the graphics layer of the Google Native Client (which is OpenGL ES 2.0 compatible).
It is backwards compatible with OpenGL ES 2.0, and partially compatible with WebGL 2.0, [15] as WebGL 2.0 was designed to have a high degree of interoperability with OpenGL ES 3.0. [16] The current version of the OpenGL ES 3.0 standard is 3.0.6, released in November 2019. [17] New functionality in the OpenGL ES 3.0 specification includes:
The set of APIs used to compile, link, and pass parameters to GLSL programs are specified in three OpenGL extensions, and became part of core OpenGL as of OpenGL Version 2.0. The API was expanded with geometry shaders in OpenGL 3.2, tessellation shaders in OpenGL 4.0 and compute shaders in OpenGL 4.3.
The second version, glTF 2.0, was released in June 2017, and is a complete overhaul of the file format from version 1.0, with most tools adopting the 2.0 version. [ 4 ] [ 5 ] Based on a proposal by Fraunhofer [ 13 ] originally presented at SIGGRAPH 2016, physically based rendering (PBR) was added, replacing WebGL shaders used in glTF 1.0.
WebGL Implementation (Version) WebXR Import Export License Notes and references A-Frame: JavaScript, HTML: No Yes Yes No Yes Native (1.0 and 2.0) Yes glTF, OBJ. More with community components. [1] No MIT License: An open-source WebXR framework for building 3D and VR experiences with HTML and Entity component system ecosystem. Away3D: TypeScript ...
This article compares browser engines, especially actively-developed ones. [a]Some of these engines have shared origins. For example, the WebKit engine was created by forking the KHTML engine in 2001. [1]
Proprietary, GPL-3.0-or-later (version 1 [4] and 2 [5]) Cross-platform, compatible with OpenGL, OpenAL, and Newton Game Dynamics libraries; defining features include ability for advanced object interaction via use of Newton's physics code id Tech 0 Wolfenstein 3D engine: C: 1992 Yes 2.5D Windows, Linux, macOS