There's a wonderful 3D-application framework called three.js
. As far as I understood it has a few render subsystems: based on Canvas
and based on WebGL
.
So, what about mobile devices support? (Android, iOS)
Regardless of three.js it is broken down like this:
The Canvas
element can be used with either a 2D
context or a WebGL
context. threejs can use either the WebGL or the 2D context.
Most mobile phones support the 2D
context.
Few support WebGL
context yet. Firefox for mobile supports WebGL
and is available for at least some android builds, and the BlackBerry PlayBook can use it too.
See:
http://caniuse.com/canvas (aka 2D)
http://caniuse.com/webgl
Update 12-12-2014 http://caniuse.com/#feat=webgl
You can use Three.js on mobile, at least iOS and only using CanvasRenderer of three.js. WebGLRenderer won't work on iOS.
Try not to use textures, it slows a lot the framerate.
With simple colored meshes, it's working pretty well and it's fast.
I had a few tests with animated Geometry, primitives only though.
I could test it on iPodTouch 1G and iPodTouch 4G. Both worked well, with good framerate.
I couldn't try it on Android, but I think it's working too.
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