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    WebGL (Web Graphics Library) is a JavaScript API for rendering interactive 3D  and 2D graphics within any compatible web browser without the use of plug-ins. WebGL does so by introducing an API that closely conforms to OpenGL ES 2.0 that can be used in HTML5 <canvas> elements. Support for WebGL is present in Firefox 4+, Google Chrome 9+, Opera 12+, Safari 5.1+ and Internet Explorer 11+; however, the user's device must also have hardware that supports these features.

    Development topics

    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.
    Raw WebGL: An introduction to WebGL
    A talk by Nick Desaulniers that introduces the basics of WebGL. This is a great place to start if you've never done low-level graphics programming.
    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
    JavaScript Matrix and Vector library for High Performance WebGL apps
    A JavaScript vector and matrix math library, optimized for WebGL usage.
    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
    An HTML/Javascript editor with tutorials to learn basics of webgl programming.

    Browser compatibility

    Feature Firefox (Gecko) Chrome Internet Explorer Opera Safari
    Basic support 4.0 (2.0) 9 11 12 (experiment) 5.1 (experiment)
    OES_texture_float 6.0 (6.0) ? ? ? ?
    OES_standard_derivatives 10.0 (10.0) ? ? ? ?
    EXT_texture_filter_anisotropic 13.0 (13.0) ? ? ? ?
    WEBGL_compressed_texture_s3tc 15.0 (15.0) ? ? ? ?
    drawingBufferWidth and drawingBufferHeight attributes 9.0 (9.0) ? ? ? ?
    Feature Firefox Mobile (Gecko) Chrome for Android IE Mobile Opera Mobile Safari Mobile
    Basic support 4 25 (experiment) Not supported 12 (experiment) 8.1
    drawingBufferWidth and drawingBufferHeight attributes 9.0 (9.0) 25 ? ? ?
    OES_texture_float 6.0 (6.0) 25 ? ? ?
    OES_standard_derivatives 10.0 (10.0) 25 ? ? ?
    EXT_texture_filter_anisotropic 13.0 (13.0) 25 ? ? ?
    OES_element_index_uint ? 25 ? ? ?
    OES_vertex_array_object ? 25 ? ? ?
    WEBGL_compressed_texture_s3tc 15.0 (15.0) 25
    prefixed with WEBKIT_
    ? ? ?
    WEBKIT_EXT_texture_filter_nisotropic Not supported 25 Not supported Not supported ?

    Compatibility notes

    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.

    Gecko notes

    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 false by default.
    A Boolean property that, when true, disables all WebGL extensions. This is false by default.