Not sure if I completely understand your question. NaCl uses WebGL to render -- but it also uses C++ code for all of the logic. Most of the code for the LÖVELINESS is the same as for love 0.8, except for some glue code and the Open GLES 2.0 (which is basically the same as WebGL) code from slime.T-Bone wrote:Just one question, how big is the difference between NaCl and WebGL for Löve in terms of performance and features?
Maybe you're asking about the difference between this and Ghoulsblade's Love webplayer? That's quite a bit different, because it is a rewrite of Löve using all web technologies (HTML5, JS, etc.) The benefit is that it will work in all HTML5 compliant browsers, whereas LÖVELINESS only works in Chrome.
As for missing features, check out the issues page. Right now the thing that breaks most games: shaders. Mostly they work, but they often require some tweaking. I've recently added a document to help porting shaders to LÖVELINESS.
Performance is great, I've seen a few hiccups, and I'm sure it can be optimized, but I'm consistently getting 50-60fps on everything I've tried.