WebGL around the net, 3 March 2011
March 3rd, 2011
- [UPDATE] WebGL has just officially become version 1.0 final, and announced that they’re working on WebGL.
- Excellent news for those with Android phones: it looks like Firefox 4.0b5 supports WebGL, certainly on the Google Nexus S (video by Andrew Mason). Sony Ericsson have also got it running in the default (WebKit-based) Android browser (h/t Mr.doob), so that will hopefully get rolled into a release soon!
- Opera fans can now see WebGL in their favourite browser! It works pretty well, too: the Opera 11 preview displays my tutorials just fine, but isn’t quite so happy with more complex content; only a couple of the pages in last week’s around the net post worked (specifically, the raymarching, the SceneJS teapot and half of the three.js demos). Still, all but one of the demos in the Khronos demo repository work, so all in all it’s a great result for a first public release. (Thanks to Theo Armour for beating me to press with this one
- The gl64k WebGL demo competition’s site is now a bit more attractive and detailed, with a submission form and useful information like the list of judges.
- Minority Report-style interfaces, here we come — Aleksandar Rodic created the gorgeous Chrysaora jellyfish demo, blogged about hooking up a Kinect to WebGL, and has now published a video of the combination of the two. Very impressive.
- Improvements to a real-world WebGL app: the ChemDoodle molecule-graphic system now supports protein ribbon models. An article explaining what that all means is here, and a demo is here. (Note — the demo’s a bit slow on Chrome,
perhaps because it’s anti-aliasing, which requires much more GPU work due to what looks like a Chrome bug — more in this comment from Kevin Theisen.)
Cool new demos from someone new, Robert Schild: “Voxelspace“, bump-mapping, and most excitingly a simple Apache helicopter flight simulator [UPDATE: I should have looked more closely, although Robert says they're WebGL, these demos are actually using the 2D canvas. Thanks to aa for spotting that and pointing it out in the comments.]
- From AlteredQualia, video textures in three.js: very clever, even if it does make it a bit hard to watch the movie
- Another one from WhiteFlashWhiteHit: a disturbingly wobbly head.
- This made my brain hurt A sphere using particle sprites in three.js.
- Mikael Emtinger has added support for 3d sounds to three.js (move around the scene to hear two different tunes based on where you are). (h/t AlteredQualia)
- An interesting article on comparative benchmarking of graphics systems from Jeff Muizelaar at Mozilla, including a port of Microsoft’s Internet Explorer fishtank demo to WebGL.
- Another cool Perlin noise demo from John Davis.
- This might be useful, especially if all you want to is get a WebGL model onto a web page with minimal fuss.
- A lot of very cool content has now been uploaded to KataLabs’ OurBricks 3D model repository. If you’re at the Game Developers’ Conference and looking to chat about WebGL with someone, a good plan would be to visit them at the Khronos booth on Friday from 10am to 1pm.
- There’s a new version of glMatrix, adding new functions for linear interpolation of vectors and quaternions and for transposing 3×3 matrices (useful for the normal matrix), and making a few bugfixes. I’ve ported my tutorials over to it, as it made it easier to implement a bugfix suggested by Shy.
- Andor Salga is looking into adding OBJ file importing to Processing.js, and, to judge from the number of ducks on his demo page, has succeeded!
- A useful tip from Diego Cantor; how to draw just the vertices that make up your mesh. This can be useful for debugging.
- A Processing.js demo: triangulated anenomes.
- So, I guess it was always going to happen once WebGL hit the stable Chome build and it wasn’t just early adopters using it: lots of reports of crashes, summarised here on Download Squad.
- Musings about WebGL performance from Bruce Rogers at Facebook — the numbers of supported sprites seem a little low, though. Presumably they’re rendering thousands of separate objects rather than pushing up one mesh and letting the GPU do the work.
- Finally, a tutorial with some first steps in learning WebGL.
You can leave a response
, or trackback
from your own site.
Leave a Reply