Hi,
My question basically deals with the best approach to doing a fluid sim on the web using the GPU so that web users can interact with it. I currently have a fluid sim running on the gpu using openGL and GLSL. Its a multi pass approach using framebuffers to capture data from the GPU and feed it into the next pass as input. I have been doing some research, and have read about jogl, javaCL, processing, and webGL. I'm looking for some guidance on what would be the best approach (mostly in terms of performance). I need to be able to use the gpu for acceleration purposes, and it would be great to be able to leverage some of my existing code. My concern with webGL is it is so new and is only in preview builds of browsers. I tried using processing, but there aren't many resources out there for getting help. I appreciate any responses. Thanks,
Patrick
web + OpenCL is currently a bit risky. Drivers are not yet very stable especially if you want buffer sharing with GL.