| Homepage | https://wpewebkit.org |
| Homepage | https://wpewebkit.org |
WebXR on WPE WebKit is here! Igalia’s Sergio Villar breaks down the architecture, OpenXR backend, hand input, AR modes, and the road ahead.
Today at #EmbeddedWorld: @mariospr presents "Web Engines for Embedded Devices: An Introduction to WPE WebKit" — March 12th at 15:00, track 5.15 (Software & Systems Engineering).
Come see what WPE WebKit can do for your embedded project!
This week's #WebKitIgaliaPeriodicals covers a handful of news: rumble support for gamepads, configurable video decoding limits, a text rendering tweak, and one more release candidate for @WPEWebKit and @WebKitGTK
Read it at https://blogs.igalia.com/webkit/blog/2026/wip-59/
On my way to Nuremberg to attend the Embedded World Conference and to present my talk "Web Engines for Embedded Devices: An Introduction to WPE WebKit" in the "Software & Systems Engineering" track on Thursday. I'll also be around in our booth at 4-443 (hall 4) with some cool demos to show, so feel free to come around and say hi!
This week's #WebKitIgaliaPeriodicals covers added support for vendor-specific hardware media codecs, using texture atlases to image uploads together, and one more release candidate published for @WebKitGTK and @WPEWebKit 📜
Read it at https://blogs.igalia.com/webkit/blog/2026/wip-58/
We've been quiet, but here's a new #WebKitIgaliaPeriodicals installment: https://blogs.igalia.com/webkit/blog/2026/wip-57/
In this week we have a nice fix for video streams timestamps, a fix for a PDF rendering regression, support for rendering video buffers provided by Qualcomm video decoders, and a fix for a font selection issue. Also notable we had a new WPE Android release, and the libsoup 3.6.6 release.
New week, new WIP! Number 56 of the #WebKitIgaliaPeriodicals is live: https://blogs.igalia.com/webkit/blog/2026/wip-56/
The main event this week was @fosdem (pun intended), which included presentations related to WebKit; but also we got a batch of stable and development releases, asynchronous scrolling work, OpenGL logging, cleanups, and improving the inspector for the WPE work.