WebGL around the net, 13 Jan 2010

Today we’ve three bits of news about frameworks that make WebGL programming easier.

  • Paul Brunt has managed to add shadows to GLGE! Shadows require some fairly complex trickery with frame buffers to work properly, and unfortunately part of that isn’t implemented yet in Firefox (or, it seems, in the other WebGL implementations). However, Paul’s found a workaround, and the result is pretty impressive!
  • Lindsay Kay has released version 0.3.0 of SceneJS. This includes a framework to make it easy to import “assets” — that is, pre-packaged files containing the details of objects including their vertex positions, normals, and so on — into your scene. So far it only supports JSON format, but Lindsay’s working on COLLADA, which is supported by many 3D design tools. [UPDATE] More about this from Lindsay in the comments.
  • Marco Di Benedetto at the Visual Computing Lab in Pisa has released a very early version of a WebGL-based graphics library called SpiderGL; simple stuff so far, but it already has support for render-to-texture using frame buffer objects, which is pretty advanced stuff :-) [UPDATE] Marco gave me a corrected URL in the comments, so I’ve fixed the link. His new site also has a better description of SpiderGL: “The philosophy behind SpiderGL is : to provide typical structures and algorithms for realtime rendering to developers of 3D graphics web application, without forcing them to comply with some specific paradigm (i.e. scene graphs) nor preventing low level access to the underlying graphics layer (WebGL).” Sounds good to me; check out the comments for more, including a very exciting list of features!
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6 Responses to “WebGL around the net, 13 Jan 2010”

  1. Hello!

    thank you so much for linking my site!

    However that was the early version of the site, which I am going to put offline.
    Can you please correct your post to link to http://spidergl.org ?
    To inform just a bit, the library (early stage) provides quite simple-to-use yet powerful features, like automatic linking of mesh attributes with vertex shader attributes, uniforms and samplers setting via native JS objects, linear algebra, first person camera, GLUT-like interface, asynchronous file loading, basic geometric structures and so on.
    The main concept for WebGL interaction is to ease the GL object creation and manipulation without imposing any usage pattern (i.e. scene graphs) nor preventing low level access.
    It is growing every day, so stay tuned! :)

    Thank you so much,

  2. Lindsay says:

    Thanks from me too!

    Actually, I decided to start off with a proxy asset server that converts COLLADA (etc) into JavaScript (with caching) to take the load off the browser.

    Then at a later stage I’ll allow COLLADA import on the client side for those who don’t want a proxy.

    I just started blogging on stuff like that here: http://lindsaystanleykay.blogspot.com/

    I just quit my day job to do contracting, which will free up lots of time for scenejs now, so stay tuned here as well.

    @Marco – I started following your project, looks awesome.


  3. giles says:

    Marco, Lindsay — many thanks for the updates! I’ve made (hopefully) appropriate tweaks to the post.

  4. Paul Brunt says:

    @Giles – ditto the big thanks!
    @Lindsay – the collada proxy seems like a really great idea.
    @Marco – I’m really liking the post processing

  5. Adam West says:

    Hi guys – all your stuff is impressive. Do you know where to get a first-person-camera-scribt for WebGL? And maybe a quick introduction where to paste it within the HTML-/JS-file?!^^

    Thanks for help


  6. giles says:

    Hi Adam — check out my lessons 10 and 11, both linked from this page.

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