Loads of links today!
- I highly recommend the OpenGL(R) ES 2.0 Programming Guide to anyone looking for a good book to learn the details of WebGL; one extra reason to recommend it is that one of the authors has now converted all of the examples over to WebGL.
- Some of these demos from Visa-Valtteri “visy” PimiƤ are beautiful: a spiraling flower (?), “My radar is broken“, “Receptors for HU-210“, and something I can’t describe involving horizontal lines
- Some more great three.js demos — a disturbingly-lifelike normal-mapped head, a Fresnel shader, a “Starburst” using lines, a collection of demos from OutsideOfSociety, a Futurama warehouse, some torus knots… three.js now even has a Reddit of its own, so keep an eye out for new demos there.
- [UPDATE: I originally thought these were three.js demos] From mr.doob, three.js’s original creator, some non-three.js demos showing how to write your own fragment shaders (the last three are particularly nice).
- It seems to be the week for artistic WebGL demos — here’s another great one, from Johan Nordberg. (I recommend popping up the “help” from the “About” link you get after the splash screen in a new window).
- A useful site from KataLabs: OurBricks, a place to share 3D models — with, of course, a WebGL viewer. COLLADA-only right now, but .obj is currently on its way. They’ll highlight interesting new content on the app’s Facebook page. This article about it is interesting, too.
- For the geometrically-inclined, here’s a page showing a large number of uniform polyhedra using WebGL.
- Some WebGL panoramas — eat your heart out, Google Street View…
- The Gamma platform game framework I mentioned last week now has some simple demos online.
- An X3DOM Dream Machine
- WebGL inspector v1.3, released this week, has some pretty cool new features: the multiple framebuffer/render-to-texture support in sounds particularly useful.
- Some decent-looking WebGL lessons in Italian by Andrea Pra Levis.
- I’m looking forward to seeing this WebGL Earth (YouTube video) when it goes live.
- This video of a WebGL globe with superimposed movie demand is also interesting.
- An interesting article comparing browser APIs for a 3D application, with useful details about each.
- Here’s a review of the second WebGL Camp back in December.




To be precise, the fragment shader demos don’t really use three.js. They are, in fact, dependency-free and as lightweight as possible
Yikes, I missed that! I’ll update the post accordingly.
I don’t feel that the article did a good job of comparing WebGL and Flash. The hardware features in Flash will be as compelling as WebGL and it will be stable as well.
It’s not really about choice… it’s about default settings. So the default for 90% of the world who are on Windows PCs will be hardware Flash – along with the existing pool of Flash developers. The default for mobiles will be WebGL – along with the existing pool of HTML developers.
I think that WebGL and Flash will both have their markets, as Microsoft isn’t going to be putting WebGL or ANGLE into Internet Explorer as a default option anytime soon. The result is that fully cross-browser websites will have a need to develop for both platforms for some time to come.
Actually steve wouldn’t writing a compiler be something that will be used as It seems to me that molehill will be very similar in design as Webgl.
@EWGL; yes it will be interesting to see if the ANGLE approach is applied to Molehill too.