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Re: Fixing the pains of allowing WebGL apps

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This is a good all around example but beware, it's a game Mozilla made as a demo and performance test, so it will lock up Firefox if your computer is slow.
https://developer.cdn.mozilla.net/media ... /game.html



This example shows the trouble of allowing WebGL and OGG files. No MP3 or MP4 here, but you have to allow OGG not only for the first party site, but also for blob: and data:audio (this is unusual). It gets even worse because you can't allow all OGG data:audio, it has to be one file at a time... which is yet even more problematic because the NS menu is closed after allowing one blocked object item.
Or you can allow * on the domain, but that's not ideal.

This example also shows how reloading gets especially annoying with all the asset preparation that 3D often involves.


I absolutely love NoScript, just pointing out that there's quite some work to be done in this area :)
With a Flash equivalent all game resources would be allowed mostly with a single click. The barrier to entry for a WebGL app or game is pretty high for NoScript users :/


[EDIT: It seems that blob: and the bunch of data:audio blocked items disappear after you've allowed OGG for the domain and reloaded, although it doesn't show right away in NS menu, they still appear without a reload]

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