Three.js IE support - windows-runtime

I'm developing a windows 8 (WinJS) game using Three.js. It contains several materials (about 50) generated by Blender and its export on Three.js tool. I'm facing an issue when launching the game on "old" devices (2009). I have some FPS problems:
Development machine (good hardware):
IE inside Windows 8 app: 60 FPS (very good)
Firefox: 60 FPS (very good)
"Old" machine:
IE inside Windows 8 app: 7-8 FPS (so bad)
Firefox: 60 FPS (very good)
Any idea?

Related

WebGL2 supported graphic cards

Is there a list of supported/un-supported graphic cards for WebGL2?
I am encountering a problem in two computers, both running Win7 with Chrome 58 (tested on 56 too), with all the WebGL flags enabled, one computer has nvidia quadro 600 and the other ati radeon HD 2400, both with latest drivers and I get an error that the browser doesn't support WebGL2.
I used the khronos' conformance test at: https://www.khronos.org/registry/webgl/sdk/tests/webgl-conformance-tests.html?version=2.0.1
Anyone encountered a similar problem?
Thanks!
FIRST my Reputation is to low i cant post more then 2 links. Don't worry we find a way around Copy+Paste the text/that/might/look/like/a/link
Type
chrome://gpu/
into the adressbar and you see how good Chrome communicate with the Graphiccard and what task it can perform. - here are some switches to enable and tweak your default(if blacklisted) configuration:
peter.sh/experiments/chromium-command-line-switches/
Take into account
superuser.com/questions/836832/how-can-i-enable-webgl-in-my-browser
Also on Windows OpenGL/WebGL content has to transpile through so called ANGLE interface into DIRECTX. Probably the bug occurs on side of DirectX. Your GraphicCard was listed in ANGLE only for DirectX Version 10. and WebGL 1.0 You can bypass and start using native OpenGL by using the switch
--enable-unsafe-es3-apis
Try Chrome from a Dev channel/Canary.
the problem may fixed in an upcoming stable Version of Chrome
chromium.org/getting-involved/dev-channel

Deploying Games to firefox OS

Im actually facing a problem on submitting an app to Firefox OS marketplace.Recently i developed an HTML5 game using construct 2 and tested it on the Simulator using App manager, and submitted the app on the firefos marketplace.It passed all validation checks, however the reviewer said game stops loading on Firefox OS 1.1,so i was rejected!
Now i have then tested it on Simulator for 1.1, and the game stops loading.
So the problem is with OS 1.1 , other than that the game works fine, esp with OS 2.0
Now , can i submit the game only for versions above 1.1??
I dont want the app to run on 1.1, i just want to submit it for versions higher versions.
Is it possible?? any help??
Thanks in advance
Actually mostly reviewers will be using Firefox OS 1.1 to test the application because it is widely used.
If you have written the working app you can mention the simulator in which you have tested or can tell the device OS version you have used. So other reviewers will know and wont reject the app.
PS:- Try to use the target development environment as Firefox 2.0 in mid of 2015 and as of now Firefox 1.3 and above as many people have 1.1 and above.
Some apps state in their descriptions the minimum version required for it to work. For example: https://marketplace.firefox.com/app/recorder and https://marketplace.firefox.com/app/copy-paste-keyboard.

Adobe AIR HTML+JavaScript app vs. hardware acceleration

I'm developing an HTML application for mobiles and desktops. The application is optimized for WebKit based environment. To improve a rendering speed I'm using hardware accelerated layers (something like -webkit-transform: translateZ(0); etc...).
This works great on my iOS devices (using PhoneGap aka Cordova to package a "native" app).
On Windows and OS X I'm using Adobe AIR 3.5 to package a captive runtime HTML/JavaScript based application. I have found this to be the best solution (for now) even though I have tried many others (Cordova for Windows 7 / OS X, TideSDK, ...).
The point is that the HTML rendering in Adobe AIR seems not to be hardware accelerated. Does anyone of you have experience with this? Is here any possibility to enable hardware accelerated layers in AIR HTML rendering?
Thanks a lot :)

Developing an app/game for iPad 3 in air

I have a simple game that I am building in as3/air using flash develop, and I would like to be able to put it onto the iPad 3.
My question is, if I develop the app in a 1024 x 768 resolution, will it scale effectively when deployed onto an iPad 3?
All assets will be vector art, so losing quality from scaling isn't an issue.
if you publish it out to with the param fullscreen = true then it will automatically scale up. Though just be sure to optimize everything to the fullest extent as vectors are pretty processing intensive.
But it also depends on the version the SDK you're using, the newer air 3.3 sdk i believe supports it.

Scrollbars does not display in Firefox

It is installed the latest version of Firefox 3.6.3 on 2 machines. Both machines runs under Windows 7, but one is 32 bit version, another is 64 bit. The 64 bit machine does not display scrollbars on my website.
32 bit machine and machines under Windows XP does not have that problem. I have googled but have not find such issue. Could you please let me know how at least I should investigate that?
Scrollbars emulated by 2 divs. One nested into another. Nested div is higher then external, so external div displays a scrollbar.
You have to look furter to find differences between the machines. It's most likely not a problem of having a 32 vs. a 64 bit version of Windows.
I have 64 bit Windows 7 and I tried your site in Firefox 3.6.3, and the scrollbars appear just fine.
Firefox is a 32 bit application, so it will run in 32 bit mode (WOW) on a 64 bit system.