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Now that Apple has released iOS 8 beta, I had a look at their WebGL implementation in mobile safari. I think it's great that WebGL is finally coming to iOS. However I could not help to notice some shortcomings of their implementation, and I'd like to expand upon those in this post. ContentsUpdate: iOS 9.3Update: iOS 8 Beta 3Update: iOS 8 Beta 2WebGL capabilitiesHardcoded constraints on iOSMissing
Sometimes it's required to display a wireframe of your model. The following post looks into how to do that in a flexible way. If you debug your WebGL program or if you have a need to display a wireframe of your model in WebGL, there is one traditional choice: gl.LINES. However this requires you to supply a separate mesh to the GPU independently of your model. This can be inconvenient and wasteful.
When programming WebGL you need to be careful to make it portable. The following post will explain how to make WebGL portable across many devices, what to look out for and techniques to work around the limitations you face. If you are interested to read more about the reasons to use WebGL you can check out my earlier article on that. This post also assumes that you have a good familiarity with Web
You can draw around 500'000 individual data points per second in realtime. Around 10'000 per frame are no problem. The way it works is that points to draw are recorded into a position buffer (10k points) and when you call heatmap.update() (or when the buffer is full) it draws these points with WebGL by additively blending them into an off-screen floating point texture. QualityThe heat is updated/r
There is (among graphics enthusiasts) a lot of debate what API/version of something to use with a bunch of hotly contested alternatives. I would like to convince you to give WebGL a try, and this blog post explains why. It will also quickly summarize a few things people usually ask about WebGL. There are many gotchas (like with anything) as well, and I am aware of a lot more of them than you can i
The venerable computer keyboard. You probably have one. In Javascript we can get keyboard events, but they are completely useless if you are differently-abled, if you try to make an accessible rich internet application or game or if you just have a different keyboard layout. The following blog post examines the technical barriers to make a web based game or web based rich client application access
The problem of lighting 3D scenes in hardware accelerated rasterized rendering is really hard to solve. There are no 100% solutions, and what seems perfectly obvious to the uninitiated (light just bounces around) is extremely hard to do in practise. The following blog post is about one such method that I wanted to try out for a long time. GoodiesDemoYou can try the live demo. It is a bit demanding
If you need to render trails you can use particles. These give nice puffy effect. At other times you'd like to have a more well defined line (like say for missile trails). The following post shows one technique render trails with a single triangle strip optimized not to use too many triangles and does not lead to the puffy look of particles. ContentsDemoPicsSourceHow it worksCenter offsetSize Esti
A while ago I finished playing From Dust which I enjoyed a lot. What impressed me about that game was the application of landscape changes by erosion. One drawback of the tool Lithosphere I wrote earlier is that it can't do any form of hydraulic erosion. I decided to write a test in WebGL to see if a few simple algorithms could be used to shape a landscape according to hydraulic erosion. ContentsD
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