3D embedding using HTML5 canvas tag

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luis
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3D embedding using HTML5 canvas tag

Post by luis » Tue Feb 16, 2010 11:17 am

I'm not sure if it is possible, but would we nice to use Ogre in a browser without having to install plugins on client's machine.
I think if you can plug an Ogre app in a web page directly would be really nice. Since Ogre is cross platform has a nice license (MIT/and LPGL with static linking before), official port to IPhone, an "official" support for web on HTML5 would let you create deploys for multiple platforms very easely.

Web support could is a nice feature to convince bosses out there to use Ogre in commercial games/aplications. Specially now that many people is talking about the numbers (in $$) of facebook games (i.e. farmville).
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Re: 3D embedding using HTML5 canvas tag

Post by Wolfmanfx » Tue Feb 16, 2010 12:33 pm

WebGL is not a feature is a javascript rewrite.
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Re: 3D embedding using HTML5 canvas tag

Post by NazguL » Wed Jul 14, 2010 11:56 pm

I would be interested too in 3D embedding using HTML5.

What is the actual state of it? Meaning is it now possible to render an OGRE app on a browser?
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Re: 3D embedding using HTML5 canvas tag

Post by jacmoe » Thu Jul 15, 2010 12:37 am

What? :)
Ogre is already rendering in browsers - using various techniques.
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Re: 3D embedding using HTML5 canvas tag

Post by NazguL » Thu Jul 15, 2010 1:21 am

Well nice to know :D

I found out this one http://www.brighthub.com/hubfolio/matth ... 52773.aspx but it's based on Ogre4J.

Are there any other solutions for the normal c/c++ Ogre version available?
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Re: 3D embedding using HTML5 canvas tag

Post by jacmoe » Thu Jul 15, 2010 1:41 am

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Re: 3D embedding using HTML5 canvas tag

Post by NazguL » Thu Jul 15, 2010 1:58 am

Thanks I'm having a look, but what I was actually asking was simply to render the output of an ogre application in a Mozilla/IE/Chrome browser.
These tools you linked seems more to use their own platforms or am I wrong?
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Re: 3D embedding using HTML5 canvas tag

Post by Matheus Martino » Sun Jul 18, 2010 11:54 pm

All of then need you to install some type of runtime environment (same as directx, java and others).
You can't render 3d in a web browser with just HTML code, so you need some type of runtime environment for it.
I think that you is asking to the ogre tean to add web browser rendering in the free open source release right?
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Re: 3D embedding using HTML5 canvas tag

Post by AWM Mars » Mon Jul 19, 2010 8:49 am

It that is what is being asked, I am also interested in this feature.
Hopefully, this will include the use of physics, javascript linking, network/multiplayer environments (albeit connecting to a collaboration server for chat/voip etc).

There is a environment that is native to the vast majority of computing platforms, including mobile devices, that is being adpated to include Virtual Environment capabilities. It uses established streaming protocols, so the main adaptation is making this streaming ability 2 way. MPEG is behind this format, everyone is familiar with mp3 and mp4 formats (wrapper and codec), keep your eyes and ears peeled for events taking place this year and next.
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Re: 3D embedding using HTML5 canvas tag

Post by NazguL » Mon Jul 19, 2010 6:59 pm

Yes basically what I ask to the ogre team is to add web browser embedding feature, maybe exploiting the HTML5 canvas features.
And I wanted to know whether there was already any available method online, but as far as I understood the only one is using Ogre4J while the other links posted before by jacmoe are more independent platforms.
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Re: 3D embedding using HTML5 canvas tag

Post by jacmoe » Mon Jul 19, 2010 7:21 pm

Since WebGL is based on OpenGL ES 2.0 specs, I can't see why not?
I have no idea how well Ogre supports es2, but it might be worth a shot.
WebGL is based on OpenGL ES 2.0 and provides a programmatic interface for 3D graphics. It uses the HTML5 canvas element and is accessed using Document Object Model interfaces. Automatic memory management is provided as part of the JavaScript language.[1]
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Re: 3D embedding using HTML5 canvas tag

Post by madmarx » Mon Jul 19, 2010 9:37 pm

I don't get the point. Ogre is written in C++.
As far as I know, Browsers execute (without plugins) javascript. Not C++. Even if you use DOM in webGL, you are still using javascript.
So I don't see at all where is the brigde / connection point ... I hope this is not a proposition to rewrite entirely the whole Ogre3D library in javascript?
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Re: 3D embedding using HTML5 canvas tag

Post by Wolfmanfx » Mon Jul 19, 2010 10:02 pm

A better approach would to port Ogre to nacl (google native client plugin). Unity already ported to nacl :)
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