Oh, I haven't tested yet on iOS8, this looks like the display setup fails 
very ealry, it's requesting a 24 bit RGB color and 24/8 depth/stencil 
render target, may be the iOS8 Safari WebGL implementation doesn't like 
that.

Thanks!
-Floh.

Am Samstag, 30. August 2014 11:37:24 UTC+2 schrieb wolfviking0:
>
> Hi Floh,
>
> It's working really nice, but not on iOS8.
>
> I add the console résult on iOS8, may be can help.
>
> Anyway, good work !!!
>
> Tony
>
> => App::StartMainLoop()
> App::onFrame(): Switching to app state 'EnqueuePreload'
> App::onFrame(): Switching to app state 'Preloading'
> App::onFrame(): Switching to app state 'Init'
> oryol assert: cond='EMSCRIPTEN_RESULT_SUCCESS == res'
> msg='none'
> file='/Users/floh/projects/oryol/code/Modules/Render/emsc/
> emscDisplayMgr.cc'
> line='52'
> func='void Oryol::Render::emscDisplayMgr::SetupDisplay(const 
> Oryol::Render::RenderSetup &)'
> trap!
>
>
>
>
> Le 30 août 2014 à 03:22, Alon Zakai <[email protected] <javascript:>> a 
> écrit :
>
> Nice, that runs really well!
>
> I wonder if someone wrapped NanoVG with the WebIDL binder or embind, so it 
> could be used from normal JS, if normal web devs would find that useful. It 
> provides a similar API to 2D canvas, but GL-based so it could be much 
> faster. Basically it could let them write GL-accelerated UIs in a pretty 
> simple way?
>
> - Alon
>
>
>
> On Fri, Aug 29, 2014 at 2:17 PM, Floh <[email protected] <javascript:>> 
> wrote:
>
>> I spent a couple hours to integrate nanovg (
>> https://github.com/memononen/nanovg) into the oryol engine, and it runs 
>> pretty well through emscripten (number of GL calls is pretty high):
>>
>> http://floooh.github.io/oryol/TestNanoVG.html
>>
>> nanovg (almost) didn't require any changes, one fix I did was to remove 
>> the fairly excessive calls to glGetError since this killed performance in 
>> Chrome, and non-power-of-2 textures didn't render because the 
>> GL_TEXTURE_WRAP_S/T modes need to be set to GL_CLAMP_TO_EDGE.
>>
>> Another thing I had to fix in the demo scene was resource loading (fonts 
>> and images), nanovg either can load directly from file via 
>> fopen/fread/fclose, but also can create from file-data in memory. I used 
>> the create-from-memory functions and asynchronous resource loading to 
>> create fonts and images deferred, and skipped parts of the demo scene 
>> rendering if a required resource isn't available yet.
>>
>> I think a really useful optimization for nanovg would be to try reducing 
>> the number of GL calls.
>>
>> Cheers :)
>> -Floh.
>>  
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