WebGL around the net, 15 December 2011

WebGL around the net, 8 December 2011

A relatively quiet week!

Retrospective changes to the lessons, part 94

WebGL is increasingly being supported on mobile devices. Firefox on my Android phone (a Samsung Galaxy S II) quite happily displays all of my tutorials, and many other WebGL sites as well. But not all mobile devices are equal; some quite popular ones apparently don’t support highp precision in fragment shaders.

The WebGL spec says that all implementations must support at least mediump, so it looks like that’s the most sensible precision to use as a default for most WebGL sites. I’ve changed the lessons here so that they use it. I also took the opportunity to get rid of some compatibility cruft that dated from the early days of WebGL: the #ifdef GL_ES that surrounded the precision qualifiers.

If you’ve got some WebGL demos out there, I strongly recommend you do likewise!

Many thanks to Ken Russell and Cedric Vivier for the heads-up about this.

[UPDATE: Cedric tweets that the precision operators have no effect on desktop machines right now anyway, so it sounds like there really is no downside to making this change.]

WebGL around the net, 1 December 2011

WebGL around the net, 24 November 2011

Server upgrade

I’ve just upgraded the Learning WebGL server from Debian Lenny to Squeeze. It looks like everything went smoothly, but please do let me know if anything’s broken…

WebGL around the net, 17 November 2011

  • An awesome demo from Florian Bösch — WebGL GPU Landscaping and Erosion. You’ll need a decent graphics card to be able to run the live version, though.
  • The Light is a new game by Stefan Wagner showing off WebGL, HTML5 Audio and the Fullscreen API
  • “The plants in the ECOSPHERE grow from your tweets tagged with #COP17.”
  • A nice demoscene production, using Three.js: Anaemia by Litewerx (via Photon Storm)
  • Not quite so pretty to look at, but technically incredibly impressive! Frank is a WebGL demo in 4kb, including visuals and music.
  • Shapesmith’s “aim is to make designing 3D printable models accessible to anyone with a modern browser”
  • A nice basic shader tutorial in .NET magazine by Bartek Drozdz.
  • Good news for SceneJS fans — the long-awaited version 2.0 has now been released. If focuses on “high rendering speed for complex scenes containing many individually articulated and pickable objects, which is characteristic of model viewing applications for engineering, architecture and medical visualisation.”
  • ThreeNodes.js is a graphical programming environment for building real-time interactive media, drawing inspiration from vvvv.
  • Illyriad’s first WebGL experiment was published last week; here’s an interesting follow-up post about their experiments with compressed textures.
  • WebCL looks like it’ll bring some amazing parallelisation features to JavaScript, but — like WebGL’s GLSL — coding it might be harder than you might like. River Trail, an Intel Labs project that pre-dates WebCL (but has a fork using WebCL as a back-end) adds much simpler-to-program parallelisation support, compiling JavaScript to OpenCL kernels. It has some way to go, but it’s very clever stuff.
  • If you want something a bit ahead of the current Firefox beta, but don’t want to have to go quite as far as a nightly build, you might want to try out Aurora — a new pre-beta channel. It’s currently at version 10 (as you’d expect, two versions ahead of the release version) and has some nice enhancements, including WebGL antialiasing.
  • Here’s the beginnings of a translation of my tutorials into Russian — just the first half of lesson 1 for now.

WebGL around the net, 10 November 2011

WebGL around the net, 3 November 2011

Lots of good stuff today!

WebGL around the net, 27 October 2011

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