<canvas> elements. Support for WebGL is present in Firefox 4+, Google Chrome 9+, Opera 12+, Safari 5.1+ and Internet Explorer 11+; however, the client's GPU must also be compatible.
- Getting started with WebGL
- How to set up a WebGL context.
- Adding 2D content to a WebGL context
- How to render simple flat shapes using WebGL.
- Using shaders to apply color in WebGL
- Demonstrates how to add color to shapes using shaders.
- Animating objects with WebGL
- Shows how to rotate and translate objects to create simple animations.
- Creating 3D objects using WebGL
- Shows how to create and animate a 3D object (in this case, a cube).
- Using textures in WebGL
- Demonstrates how to map textures onto the faces of an object.
- Lighting in WebGL
- How to simulate lighting effects in your WebGL context.
- Animating textures in WebGL
- Shows how to animate textures; in this case, by mapping an Ogg video onto the faces of a rotating cube.
- WebGL best practices
- Tips and suggestions to improve your WebGL content.
- Cross-domain textures
- Information about loading textures from domains other than the one from which your content was loaded.
- Using extensions
- How to use extensions that are available in WebGL.
- WebGL Specification
- The WebGL specification.
- Khronos WebGL site
- The main web site for WebGL at the Khronos Group.
- Learning WebGL
- A site with tutorials on how to use WebGL.
- WebGL Fundamentals
- A basic tutorial with fundamentals of WebGL.
- WebGL Matrices
- An introduction to matrices' use in 2D WebGL. This series also goes on to explain the math behind perspective 3D.
- The WebGL Cookbook
- A web site with handy recipes for writing WebGL code.
- Planet WebGL
- A feed aggregator for people involved in the WebGL community.
- A blazing fast matrix library for WebGL
- An open source library for manipulating vectors and matrices. Not optimized for WebGL but extremely robust.
- WebGL playground
- An online tool for creating and sharing WebGL projects. Good for quick prototyping and experimenting.
- WebGL Academy
|Feature||Firefox (Gecko)||Chrome||Internet Explorer||Opera||Safari|
|Basic support||4.0 (2.0)||9||11||12 (experiment)||5.1 (experiment)|
|Feature||Firefox Mobile (Gecko)||Chrome for Android||IE Mobile||Opera Mobile||Safari Mobile|
|Basic support||4||25 (experiment)||Not supported||12 (experiment)||Not supported|
prefixed with WEBKIT_
||Not supported||25||Not supported||Not supported||?|
In addition to the browser, the GPU itself also needs to support the feature. So, for example, S3 Texture Compression (S3TC) is only available on Tegra-based tablets. Most browsers make the WebGL context available through the
webgl context name, but older ones need
experimental-webgl as well. In addition, the upcoming WebGL 2 is fully backwards-compatible and will have the context name
experimental-webgl2 in the future for testing.
WebGL debugging and testing
Starting with Gecko 10.0 (Firefox 10.0 / Thunderbird 10.0 / SeaMonkey 2.7), there are two preferences available which let you control the capabilities of WebGL for testing purposes:
- A Boolean property that, when
true, enables a minimum capability mode. When in this mode, WebGL is configured to only support the bare minimum feature set and capabilities required by the WebGL specification. This lets you ensure that your WebGL code will work on any device or browser, regardless of their capabilities. This is
- A Boolean property that, when
true, disables all WebGL extensions. This is
Raw WebGL: a talk by Nick Desaulniers: