Archive for May, 2010

Firefox and Mesa

Recently, the Firefox team updated their support for software rendering so that they use the standard Mesa library that’s distributed with most Linux variants.
As far as I understand it, Mesa can be compiled to have all of its OpenGL functions start with “gl”, which is the default (and follows the OpenGL specification), or with “mgl”, [...]

WebGL around the net, 28 May 2010

An update to what I think was the first ever WebGL demo; Vladimir Vukićević’s original spore creature viewer had a note saying that it “only uses the diffuse texture map; it should really also render the bump map and specular texture”, so Brandon Jones has done the work and added both! (It only worked [...]

WebGL around the net, 26 May 2010

A Chrome special today:

Great news today — Chrome 5.0.375.55 is the new stable version for Linux, the Mac, and Windows, and it supports WebGL! This means that every Chrome user in the world who has OpenGL 2.1 drivers will soon be able to run WebGL content just by setting the appropriate command-line flags. [...]

Some minor retrospective changes

Just so that you know that I’ve not given up on the lessons… I’m slowly but surely putting together the writeup for lesson 16. While working through it (and fixing messy code), I found a couple of things that needed to be changed in all of the previous lessons:

As per Marco Di Benedetto’s suggestion, [...]

WebGL around the net, 24 May 2010

Some good news: Minefield can now use OSMesa for software rendering without needing it to be compiled with “mgl_” prefixes for the functions. Unfortunately that this means most of the instructions out there are wrong, including mine and those from Krzysztof Pasek that I linked to last week… I’ll correct mine shortly. The [...]

WebGL around the net, 18 May 2010

From Krzysztof Pasek, a nice one-page demo with a fractal generated texture on a sphere, and some useful instructions for building MESA for the Linux version of Minefield if you have Intel graphics and want to at least see some kind of WebGL content, even with software rendering.
Great news if you’re in the San Francisco [...]

WebGL around the net, 14 May 2010

This is a nice idea: PlayWebGL, a site for WebGL games. I’ve not been able to get their hosted WebGL Quake II instance working yet (though it’s an excellent idea to have one) but Glubble feels like a particularly dangerous way to waste an afternoon
Another nice CubicVR demo — herds of, um, [...]

WebGL around the net, 12 May 2010

Some cool new stuff from Evgeny Demidov: Conway’s Game of Life “under a magnifying glass“, using some clever gl.viewport trickery, a marble ball with random textures, and a headache-inducing “excitable medium” cellular automaton. More info on his webpage, or in the Khronos forums.
Mr Doob tweets that the supereggbert fork of his three.js JavaScript 3D [...]

WebGL around the net, 10 May 2010

A stunning SpiderGL demo by Francesco Banterle — no idea how I managed to miss this one!
Another brilliant demo for GLGE: Paul Brunt now has reflections and refractions working, which makes realistic water effects possible. I think that means that there’s nothing I’ve seen demonstrated in O3D which someone hasn’t also done in WebGL.
On [...]

WebGL around the net, 7 May 2010

Some big news today:

As predicted by Stephen Shankland at the beginning of April, Google are re-casting O3D as a JavaScript framework built on top of WebGL. This is great news, and can only bode well for WebGL performance in the future. The official O3D website is here.
On other frameworks, here’s a cool [...]

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