Archive for February, 2010

WebGL Lesson 15 – specular maps

<< Lesson 14Lesson 16 >>
Welcome to my number fifteen in my series of WebGL tutorials! In it, we’ll take a look specular maps, which give your scenes greater realism by making it easy to specify how reflective an object is at every point on its surface, just as normal textures allow you to specify [...]

WebGL around the net, 25 Feb 2010

Just two new links today:

If you found the post about WebGL GPU accelerated matrix operations interesting, you should read this: Mozilla Labs: Elevating JavaScript Performance Through GPU Power. (via)
At rozengain.com, Dennis Ippel has written a step-by-step first tutorial for WebGL, with no dependencies on external libraries.

WebGL GPU accelerated matrix operations

[UPDATE -- the WebGL spec has changed since this blog post, so the example will no longer work. However, there is now a WebCL standard in progress.]
A number of people have been talking about the possibilities for a “WebCL” — that is, an extension like WebGL that would allow general-purpose graphics-card-based computing from JavaScript, [...]

WebGL around the net, 22 Feb 2010

Three new links today:

The C3DL team have finished porting their library to WebGL, and it’s now been released as version 2.0. Some excellent demos; I’m particularly fond of the motion-capture one.
For Russian speakers, here’s a WebGL tutorial that builds on the lessons here. Looks good!
From the Easy WebGL blog, a new JavaScript matrix [...]

WebGL around the net, 18 Feb 2010

Some more framework news today, but also something useful for all WebGL developers:

Chromium developer Gregg Tavares has put a really useful-looking debugging wrapper up on the Khronos site, with solid documentation in the Wiki. The problem it solves is that when a call to a WebGL context triggers an error, the only way you [...]

WebGL around the net, 17 Feb 2010

Quite a lot of new stuff over the last few days!

An excellent demo of GLGE, from Philip J. Mercurio: Robert B. Livingston’s 1970’s 3D model of a brain.
On the subject of GLGE, Paul Brunt has now added support for importing COLLADA files.
After a short absence from the world of WebGL, Jacob Seidelin is back with [...]

A bundle of retrospective changes

I’ve got quite a large list of things I wanted to fix in the lessons, but I’ve just made it three items shorter…

murphy pointed out that modern browsers have built-in JSON libraries, so lesson 14 doesn’t need to import one. So that’s gone.
The code that loaded textures was pretty ugly, creating separate globals for [...]

Retrospective changes: viewports

The WebGL spec recently changed to require that you call the gl.viewport before rendering to your canvas; it was previously done for you automatically, but the people working on the spec realised that this could cause problems in certain specific circumstances. The function tells WebGL which part of the rendered image should be shown [...]

WebGL around the net, 11 Feb 2010

Two links for today:

Pl4n3 has made a very cool animated character, with the complete animation living in just one HTML page — only textures are loaded from external files. Very impressive!
The X3DOM guys have put together a very nice animated globe (drag to orbit it) which displays live satellite imagery showing the current cloud [...]

WebGL Lesson 14 – specular highlights and loading a JSON model

<< Lesson 13Lesson 15 >>
Welcome to my number fourteen in my series of WebGL tutorials! In it, we’ll introduce the last bit of the Phong reflection model that we introduced in lesson 7: specular highlights; the “glints” on a shiny surface, which make a scene look that little bit more realistic.
Here’s what the lesson [...]

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