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View Code? Open in Web Editor NEWA WebGL Framework for Data Visualization, Creative Coding and Game Development
Home Page: http://senchalabs.github.com/philogl/
License: MIT License
A WebGL Framework for Data Visualization, Creative Coding and Game Development
Home Page: http://senchalabs.github.com/philogl/
License: MIT License
There's something like that in media.js but it should be polished (see also hoc example to test the post-processing).
By storing a hashmap of enableVertexAttrib value and attribute location.
Either in IO or O3D, we would have to see.
Make sure you exit the shader light for-loop if the index exceeds the number of lights set.
This would include:
So we can load compressed models.
This would only be changing the camera position and recalculating the up vector.
http://senchalabs.github.com/philogl/PhiloGL/examples/worldFlights/
Uncaught Error linking the shader: C:\Users\vjeux\AppData\Local\Google\Chrome\Application\13.0.782.1\Shader@0x04DDF408(154,17): warning X3206: implicit truncation of vector type
C:\Users\vjeux\AppData\Local\Google\Chrome\Application\13.0.782.1\Shader@0x04DDF408(89,5): warning X3565: loop simulation finished early, use /O1 or above for potentially better codegen
error X4507: maximum ps_3_0 constant register index (224) exceeded - Try reducing number of constants referenced
Stack Trace:
kPhiloGL.js:75
k.fromShaderSourcesPhiloGL.js:77
k.fromShaderURIs.g.onSuccess.g.onSuccessPhiloGL.js:78
u.send.h.onreadystatechangePhiloGL.js:80
Some docs on the Application API would be awesome.
Thanks
Hello Nicolas,
I'd like your opinion:
If we have a node in a 3D scene, and it has many descendants (a sub tree), what should happen when we apply opacity with a value less than 1
to it?
The reason I want your opinion is because the new specs for CSS 3D (css-transforms) state here that the answer is (3).
To see what I mean, view these two examples in Chrome 53 or higher:
The second example has opacity applied to the node that contains all the sub-nodes which compose the car. The opacity, according to spec, flattens the car into a plane (turns it into paper!).
I'm asking various 3D engine authors for opinions of what the correct or most expected behavior should be.
All the best,
~ Joe
Hi developers,
Your definition for Mat4 is (n11, n12, n13, n14, ..., n44).
But, Quat.fromMat4 is written as follows:
...
u, v, and w is one of 0, 1, 2.
...
q[v] = 0.5 * (m['n' + v + '' + u] + m['n' + u + '' + v]) / r;
q[w] = 0.5 * (m['n' + u + '' + w] + m['n' + w + '' + u]) / r;
q[3] = 0.5 * (m['n' + v + '' + w] - m['n' + w + '' + v]) / r;
...
So, it makes a bug, undefined.
for example, if when v=0 and u=1, 'n' + v + '' + u makes "n01" and m["n01"] is undefined.
q[v] = 0.5 * (m['n' + (v + 1) + '' + (u + 1)] + m['n' + (u + 1) + '' + (v + 1)]) / r;
q[w] = 0.5 * (m['n' + (u + 1) + '' + (w + 1)] + m['n' + (w + 1) + '' + (u + 1)]) / r;
q[3] = 0.5 * (m['n' + (v + 1) + '' + (w + 1)] - m['n' + (w + 1) + '' + (v + 1)]) / r;
maybe right.
Which is very useful for GPU computing.
Supported by philogb#11
By adding
By sending an array of urls instead of just one url.
var req = new PhiloGL.IO.XHR({
url: ['url1', 'url2'],
onSuccess: function(arrayOfResponses) {
},
onError: function() {
alert("An error ocurred");
}
});
Use this when loading vs and fs. Parallel request will give faster loads.
By getting rid of those forEach calls which are 40% slower (in avg) than regular for loops in the render method.
This isn't anything critical, but I figured I'd report it at least.
Compare the effect click-and-drag has on the original Learning WebGL demo with PhiloGL:
http://learningwebgl.com/lessons/lesson11/index.html
http://senchalabs.github.com/philogl/PhiloGL/examples/lessons/11/
In the original, the up-and-down motion rotates the moon about the viewport horizontal axis. In the PhiloGL demo, the up-down drag rotates about the original model horizontal axis (whic is no longer aligned with the viewport).
It seems that PhiloGL is limited to a single instance rendering context in the moment due to it's use of the global gl object. This was not my intuition and should probably not be the case
I think we might be able to refactor the gl object to be per-instance and solve this issue but I'm still learning the PhiloGL code base. Can someone confirm if this is the case?
Use Case: my application. I need to render 2 WebGL contexts simultaneously.
See https://github.com/senchalabs/philogl/blob/master/src/core.js#L56
So we can create an offline builder for the project.
For the next build, the entire code for the shaders and other resources for the lessons should be shipped. Make sure there's a readme explaining where all resources come from.
By ensuring all vertices, normals, texCoords, indices use typed arrays. Maybe also consider true getters and setters for colors, vertices, normals and other properties so we can ensure they're typed arrays in the correct format.
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