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Also, the process of creating a React Native project that supports Expo modules (Bare Workflow) still is complicated and confusing. Some people don't even intend to use other expo modules but need to change several things in their environment to use ThreeJS on react-native. |
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AFAIK expo-gl is the only option to run WebGL (2) natively. Understandably, it's quite an undertaking to implement WebGL bindings 1-1 from scratch. Webviews/PWAs would be more feasible (and IMO ideal) if it wasn't for Apple's app store monopoly, sadly we have to play by their rules. I'd like to hear of alternative solutions or ways for us to better friction for bare workflows, but I'm afraid there's not much we can do ourselves. I also see some progress has been made on resolving related compat problems upstream, so maybe we can update that issue. |
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I know it's been awhile but an interesting project that's caught my eye is https://github.com/NativeScript/canvas. I'm still wary of supporting WebGL over WebGPU without the backing of any company, but this looks more promising than |
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I cannot believe this hasn't been done outside of Expo! I spent my whole weekend trying to get expo-gl to work with my BARE react native app. (Seems impossible, I gave up)... @runtothedoor you're right, "the process of creating a React Native project that supports Expo modules (Bare Workflow) still is complicated and confusing." It is not even close, and I hope React Native does not push us to use Expo in the future. |
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With the introduction of Turbo Native Modules, would it be possible to directly interface with OpenGL ES and C++? |
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Just asking, I know it's hard to find OpenGL ES renderer solutions for React Native and running away from WebViews on mobile is a good practice. But have there been tests using projects like bgfx or
GCanvasfor example?Is there any problem nowadays with the expo-gl or the performance that is presented in React Native?
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