Horde3D is a small 3D rendering and animation engine. It is written in an effort to create an engine being as lightweight and conceptually clean as possible.
I had to disable the GL compute functions for this though, as WebGL did not support compute shaders.
As easy way to check if it works is to check out rivision: '959f37aa008f4d4d058ddda87f43b6b456542c90'.
There is a Docker that can build the Knight example with emscripten. Check out 'build_emscripten.sh' To see how the docker is called, or just launch it if you are in Linux.
ParticleVortex and Tessellator are disabled in the example builds, as both use OpenGLES 3.2, where WebGL only supports OpenGLES 3.0.
Additionally the 'ParticleVortex' had compute shaders.
All samples have been tested.
The Terrain Sample seem to have issues with GLES in general, when run on Linux ( black screen. No errors in log ). Web has the same effect, likely to the same GLES issue.
You were right about that WebGL does not support OpenGLES 3.2. I tested the Tessellator Sample, and it failed to create a GL context because of it. Thanks for the pointer!
The Terrain Sample seem to have issues with GLES in general, when run on Linux ( black screen. No errors in log ). Web has the same effect, likely to the same GLES issue.
Will take a look.
I had to disable the GL compute functions for this though, as WebGL did not support compute shaders.
As easy way to check if it works is to check out rivision: '959f37aa008f4d4d058ddda87f43b6b456542c90'. There is a Docker that can build the Knight example with emscripten. Check out 'build_emscripten.sh' To see how the docker is called, or just launch it if you are in Linux.
ParticleVortex and Tessellator are disabled in the example builds, as both use OpenGLES 3.2, where WebGL only supports OpenGLES 3.0. Additionally the 'ParticleVortex' had compute shaders.
All samples have been tested.