Today, the WebGL WG at Khronos [1] released a public draft of the WebGL specification [2], and we really welcome (and need) wide review. Along with Mozilla folks, the WebGL WG has representatives from Opera, Google, and Apple, and nightly builds of Firefox, Chromium, and Safari have support for the draft specification. You can read a bit more about it in a blog post I wrote here [3]. Essentially, WebGL is an HTML Canvas context. So you'd invoke it for now using:

// obtain canvas handle
var canvas = document.getElementById("canvas");
gl = canvas.getContext("experimental-webgl");
// Now do cool stuff

The specification is still in draft status, so stuff will change, and your feedback is welcome :) We've already seen some compelling use of JavaScript libraries that straddle WebGL come out, such as X3DOM [4]. I expect to see more of that going forward, since WebGL is a pretty low level API that wraps OpenGL ES 2.0, with some concessions made for how JavaScript works (since OpenGL ES 2.0 is essentially a C API). The WebGL Wiki [5] has details on how you can test it in the browsers that support it. I expect we'll want to have technical discussions about the Canvas API in general following this release, but for now this is an informative heads-up.

Season's greetings, etc.,

-- A*
[1] WebGL homepage: http://webgl.org/
[2] Draft Specification: https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/doc/spec/WebGL-spec.html
[3] Blog post: http://hacks.mozilla.org/2009/12/webgl-draft-released-today/
[4] X3DOM, an XML interchange for 3D data that uses WebGL: http://x3dom.org
[5] WebGL Wiki: http://khronos.org/webgl/wiki

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