People doing hardware accelerated GUIs have been using openGL for almost as long. This doesn't need to be a science project or a rabbit hole, drawing a GUI quickly is well worn territory.
People doing hardware accelerated GUIs have been using openGL for almost as long. This doesn't need to be a science project or a rabbit hole, drawing a GUI quickly is well worn territory.
JavaScript is one of the most popular programming language. But a JavaScript dev who needs to make a desktop GUI will usually need to use Electron to bring up a browser for the GUI. This means actually two JavaScript engine (Node and Chromium)
The reason it has to do with Deno is that you need a JavaScript/TypeScript runtime. But you may not need a browser. So you can develop your application in JavaScript using a framework that doesn't use the DOM but show a native window instead.
This is more lightweight and more secure (no risks of HTML injection and the browser is a big attack vector)
Not to mention that development has been stagnant for 15 years since it's flagship application (Nuke), was ported to QT.
What's the obstacle to using it via FFI (which Deno seems to support)?
And then you still have to ship an extra binary in addition to Deno itself.
> What does it have to do with Deno
can we at least try to give people the benefit of the doubt instead of pretending like everyone is out to get you? if you read the change-log, it spells it out well:
> Our goal is to provide a windowing solution for WebGPU without linking to native windowing systems like X11
> This is a low level API that can be used by FFI windowing libraries like sdl2, glfw, raylib, winit and more to create a WebGPU surface using native window and display handles.
do you get it yet?
> People doing hardware accelerated GUIs have been using openGL for almost as long. This doesn't need to be a science project or a rabbit hole, drawing a GUI quickly is well worn territory.
i suggest talking to other graphics professionals to get a better understanding of why opengl is not _the_ solution. for a tldr[0]:
> regular OpenGL on desktops had Problems. So the browser people eventually realized that if you wanted to ship an OpenGL compatibility layer on Windows, it was actually easier to write an OpenGL emulator in DirectX than it was to use OpenGL directly and have to negotiate the various incompatibilities between OpenGL implementations of different video card drivers. The browser people also realized that if slight compatibility differences between different OpenGL drivers was hell, slight incompatibility differences between four different browsers times three OSes times different graphics card drivers would be the worst thing ever. From what I can only assume was desperation, the most successful example I've ever seen of true cross-company open source collaboration emerged: ANGLE, a BSD-licensed OpenGL emulator originally written by Google but with honest-to-goodness contributions from both Firefox and Apple, which is used for WebGL support in literally every web browser.
also, openGL is deprecated on macOS.
[0]: https://cohost.org/mcc/post/1406157-i-want-to-talk-about-web...
My comment here is explaining exactly why I don't agree, no digging required.
Your quote is also about browsers implementing the webGL API, it has nothing to do with using basic openGL for GUIs, which again, is not required, because CPUs have been rendering GUIs for decades.