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    <p>This is basically a duplicate of <a href="https://stackoverflow.com/questions/3890183/webgl-framework">WebGL Framework</a>, but the answers have probably changed since then. See also <a href="https://stackoverflow.com/questions/5301967/which-webgl-framework-should-i-learn">Which WebGL framework should i learn?</a></p> <p>Since the world of WebGL is developing so fast right now, it would be difficult to find a complete, up-to-date comparison of WebGL frameworks. As soon as somebody spent the time researching such a thing, it would be obsolete. But here is an annotated list of WebGL frameworks:</p> <p><a href="http://www.khronos.org/webgl/wiki/User_Contributions" rel="nofollow noreferrer">http://www.khronos.org/webgl/wiki/User_Contributions</a></p> <p>If you start a project using one of these frameworks, and then if you update this list based on your experience, it will be more up to date than before.</p> <p>By the way in looking just now at <a href="http://senchalabs.github.com/philogl/" rel="nofollow noreferrer">PhiloGL</a>, I was impressed with the full set of API docs, and that they've ported all the WebGL lessons to use PhiloGL (source code only, no explanatory text). I don't see a tutorial per se; but they have several examples, so overall they're better off than three.js in regard to documentation.</p> <p>A few more notes, for those who may come after (including myself):</p> <ul> <li>CopperLicht seems to major on loading models from files, as opposed to generating geometry in code. It is not open source.</li> <li>PhiloGL uses O3D for generating geometry, e.g. spheres.</li> <li>Three.js comes with commonly-used textures.</li> </ul>
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