WebGL around the net, 9 December 2010

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6 Responses to “WebGL around the net, 9 December 2010”

  1. steve says:

    i think the loop limitation comes from OpenGL ES 2.0, whereas OpenGL doesn’t have the limit.

    The ANGLE driver would be enforcing the requirement from ES, and I don’t think the broken demos would have run on mobile chipsets anyway.

    Having said that, it’s off the top of my head and I don’t have reference material handy to validate my ageing grey cells!

  2. Pyro Technick says:

    Bring on WebGL 1.0 ^w^

    Thanks again for the mention.

    The moon demo worked for me in a recent chromium nightly (68723). Very cool! It’s not exactly point cloud data but the demo almost suggest that it is.

    I urge everyone to check out three.js — which is currently IMHO the killer, open-source application of WebGL (and Canvas2D for that matter). alteredq (http://twitter.com/#!/alteredq) (who clearly has a very strong background in 3D APIs) is working on offline AO so you can expect that to be integrated into master three.js over the coming days. mrdoob is doing a fantastic job of maintaining the project. The fact these guys are doing it all for the betterment of WebGL and “JavaScript 3D” in general is incredibly righteous. They deserve awards. Although I’m sure they’d be happy with a donation (http://flattr.com/thing/287/three-js) or shout-out on your favourite social network.

    If CoffeeScript and node.js are more of your thing our studio is porting and retooling three.js to CoffeeScript/CommonJS ATM. Although we’ll be making breaking changes to the math and scene APIs it will (hopefully) maintain a feature-parity with three.js master. It will combine elements of both rendering engines and game engines. It will also feature an editor written against MochaUI (http://mochaui.org/demo/). Expect it in the coming weeks.

    If you’re doing any cross-platform (CommonJS+browser) development you might want to check out requisition (https://github.com/pyrotechnick/requisition) and Walk the Line (https://github.com/pyrotechnick/walk_the_line) either of which will get you up and running in both environments in next to no time. Requisition is for projects with inter-dependencies. Walk the Line is a template for single modules.

  3. Peter Liepa says:

    The “This article on rendering large amounts of geometry in WebGL” link doesn’t seem to point to any useful content. Could you double-check it?

  4. giles says:

    Peter — thanks for the heads-up, the author must have deleted it since I made this post.

  5. Pyro Technick says:

    Ahh silly us we’ve misplaced the article. Until I get a chance to rewrite it, please use this link – http://bit.ly/gdy3DK

    Also our “high performance 2D/3D extensions for CommonJS’s Math module” are up at https://github.com/feisty/math

  6. Jason Birney says:

    I want to encourage that you continue your great job, have a nice afternoon!

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