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You are correct. One of our devs built a prototype using a 3rd party WebGL framework quickly (few days), but for the real deal, we started over and went straight to WebGL ourselves (so we could better optimize for large models, etc). The prototype that was built just couldn't handle models of any meaningful size, so we definitely needed to own everything about the code so we could optimize for our needs.

We are in the BIM space and have one of the few web based viewers for such models. Some other products require a plugin to render 3D, but we really wanted to reduce friction to use our product, so we decided to go with WebGL. It's now supported in all 3 major browsers too.



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