Do you have any experience with protecting assets in WebGL? I wrote a quick solution to protect textures during transfer - base64 encoding + concat server side and splitting + creating imgs client side. Still, using WebGL Inspector I can get all textures transferred to the graphics card. I wonder if you have any ideas on how to prevent that. I don't mind open sourcing my apps, but my clients apparently do :)Ah, that last line is really the crux of the matter, isn't it? Most developers I know don't mind sharing their creations with the world at large, as we tend to understand that there's rarely anything sacred and secret in the lines of code we crank out, but that's not always an easy thing to convince management of. So: What's an enterprising WebGL developer to do when the boss decrees from on high "Protect our content?"
There's a couple ways to approach such a request, in my opinion. First: Do whatever you can to convince said management that you don't need to protect said content. Second: Convince them harder. Third: If all else fails, obscure the content as much as possible. I'll be talking about both approaches in todays post.