Original Post
I have discovered an unfortunate fact recently in Stereo 3D (Quad-Buffering support) in OpenGL. Although regular OpenGL supports Quad Buffering and has for some time, OpenGL ES 1 and 2 do not, and this makes perfect sense. Embedded systems and mobile platforms will rarely ever use this feature so it shouldnt be in the spec. However, by WebGL being based off of ES2.0 it is basically taking support for stereo 3d out of the web and if it is based on ES 2 I really do not see this happening any time soon. Stereo 3D is just starting to catch fire in the public eye, it would be a shame for this not to happen, especially since the hardware is starting to be sold. Am I right on with this or is there something I am missing? does it seem kind of silly to base a web platform on a spec meant for embedded devices? where does this leave desktops and even some laptops..?