model_viewer.dart
angle
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model_viewer.dart | angle | |
---|---|---|
1 | 20 | |
205 | 3,237 | |
2.0% | 2.1% | |
0.0 | 9.6 | |
over 1 year ago | 7 days ago | |
JavaScript | C++ | |
The Unlicense | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
model_viewer.dart
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What can Kotlin/Swift developers do on Android/IOS that Flutter can't? Will it be overcome?
I think 3D/WebGL can be done. Someone wrapped google's model-viewer in flutter's webview and it works. Even AR works. Here is the repo: https://github.com/drydart/model_viewer.dart
angle
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Meta releases open source Intermediate Graphics Library which runs on top of Vulkan, Open GL, or Metal on multiple operating systems.
It's using MoltenVK on Mac for Vulkan compatibility, and ANGLE for OpenGL compatibility on Windows and Linux. Makes you wonder what it's actually doing itself.
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Appleās Game Porting Toolkit is Wine
Can't they use https://github.com/google/angle?
- can some help me setup OpenGL ES
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Learn WebGPU
BTW. For the last 15 years, all web browsers on Windows do WebGL on top of DirectX (using the Angle library https://github.com/google/angle).
- Game crashing when downloading additional content on Windows Subsystem for Android
- Exynos 2200, s22u, citra 3ds question
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Vulkan update: version 1.2 conformance for Raspberry Pi 4
You can still use OpenGL. Just not the vendor provided drivers. They are indeed horrible. There are libraries like:
* ANGLE ( https://github.com/google/angle ) - An OpenGL ES implementation with Direct3D 9, Direct3D 11, Desktop GL, GL ES, Vulkan and Metal backends. This is what we used to use for shipping our Qt 3D application, that used a bunch of OpenGL Shaders. We used to get bug reports about various shaders not working properly on various hardware. After switching to this, all those bug reports vanished.
* Zinc ( https://www.supergoodcode.com/do-not/ ) - A more recent, OpenGL implementation on top of Vulkan. I haven't used this one yet. But they are making a lot of progress and it is almost as performant as vendor provided OpenGL Drivers these days. So if I ever have to ship a desktop app, needing opengl, I'd strongly consider using this.
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Starting a new Project in 2022, Vulkan or OpenGL?
Another option if perf isn't a big concern is to try using Google's angle OpenGL ES 3.0 implementation, there's backends for it to be supported on Vulkan, Direct3D 11, and (work in progress) Metal. Disclosure, haven't tried it myself, just looking at their feature descriptions: https://github.com/google/angle
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Minimising input latency in OpenGL
I don't believe Chrome uses OpenGL directly- any OpenGL usage it does have (e.g. for WebGL) is actually going through ANGLE which translates it all to D3D on Windows.
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Need Help Downloading From GitHub
RTFM, have you read their instruction
What are some alternatives?
ar_flutter_plugin - Flutter Plugin for AR (Augmented Reality) - Supports ARKit on iOS and ARCore on Android devices
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
StereoKit - An easy-to-use XR engine for building AR and VR applications with C# and OpenXR!
WebXR-emulator-extension - WebXR emulator extension
OpenGL-on-DXGI - How to use WGL_NV_DX_interop2 to use OpenGL in a DXGI window
vircadia-native-core - Vircadia open source agent-based metaverse ecosystem.
wgpu-native - Native WebGPU implementation based on wgpu-core
flutter_web_gl - WebGL Texture plugin for Flutter
swiftshader - SwiftShader is a high-performance CPU-based implementation of the Vulkan graphics API. Its goal is to provide hardware independence for advanced 3D graphics.
obj2gltf - Convert OBJ assets to glTF
engine - The Flutter engine