- First up — WebGL 1.0 can’t be too far off! I say this because WebGL Working Group Chair Vladimir Vukićević (who also, remember, was originally responsible for what has become WebGL) has posted to the Public WebGL mailing list exhorting people with WebGL demos to make sure that they’re up-to-date with the latest version of the spec if they can, or at least to put text above them saying that they’re not 1.0-compliant. This is great advice, especially, as Vlad says, for those demos linked from the WebGL wiki’s User Contributions page. If you’ve got any demos up, please do double-check them!
- Related to that, another post on the same list, also from Vlad (and if you’re reading this blog regularly but you’re not a member of the list, you really should subscribe now): loops are very restricted in WebGL 1.0’s subset of GLSL — it looks to me like they’re limited to a sufficient extent that they can be unwound. ANGLE validates shaders to enforce this restriction, and now that both Minefield and Chrome use it, this restriction is enforced in two major browsers. So if you’re doing complex stuff in shaders, check they still work with the latest browsers!
- On to some demos — here’s a hypnotic morphing amoeba-like Moon by Steve Haroz (works best in Minefield, if you’re using Chrome try this version instead).
- From Mr.doob, even more amazing demos of his three.js (seriously, guys, this is getting silly!): a 3D terrain, and a (similar) Minecraft demo.
- A new blog, with a first post showing a WebGL animation morphing between different projections of a world map; worked best in Chome for me.
- From Pyro, some interesting YouTube videos: a multi-user editable 3D space based on three.js, and some views of his work-in-progress game: 1, 2.
This article on rendering large amounts of geometry in WebGL is also well worth reading.[UPDATE: article seems to have been deleted] [UPDATE: here's a version in Google's cache]
WebGL around the net, 9 December 2010
December 9th, 2010 6 Comments