WebGL is a Javascript API for rendering interactive 3D / 2D graphics on the HTML5 canvas element. It is based on OpenGL ES 2.0.

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1answer
707 views

Problem when animating MD5 model (GPU Skinning)

I'm trying to implement a GPU skinning version of the md5mesh.js by @tojiro (demo with CPU skinning) in WebGL (live demo of the project here, use WASD to move the camera around). The main concept is ...
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1answer
1k views

How can I implement 3D textures using webgl?

I went through the google I/O video but did not get exactly how to do it. If somebody could point me to a simple 3D texture implementation using webgl, it would be helpful. i basically have a volume, ...
25
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10answers
9k views

Browser-based MMOs (WebGL, WebSocket) [closed]

Do you think it is technically possible to write a fully-fledged 3D MMO client with Browser JavaScript - WebGL for graphics, and WebSocket for Networking? Do you think future MMOs (and games ...
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3answers
5k views

Is there a way to use an arbitrary number of lights in a fragment shader?

Is there a way to pass an arbitrary number of light locations (and colors) for the fragment shader, and loop over them in the shader? If not, then how are multiple lights supposed to be simulated? ...
4
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3answers
3k views

List of 3D libraries based on WebGL [closed]

Is there a up-to-date list of WebGL libraries or articals with comparison? Until now I heard only three.js and GLGE.
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5answers
2k views

Are there any good html 5 mmo design tutorials? [closed]

Hey all. I got a rather inspired after playing gaia online's zOMG and wanted to revive an old project idea I've had laying around for a few years now. I'm looking to work with html5 (ie canvas, svg ...
6
votes
1answer
3k views

GLSL pack floats into an RGBA texture

I want to compose conventional triangle-based models and particles with a ray-traced scene at a reasonable frame-rate. webGL does not let you write the gl_FragDepth in the fragment shader. You ...
4
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3answers
1k views

why is it faster to draw lots of small arrays than one big array?

This application on-line here has interesting performance characteristics: Sorting the rectangles to be drawn so it keeps having to change colour is faster than sorting the rectangles by their colour ...
3
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2answers
2k views

scaling point sprites with distance

How can you scale a point sprite by its distance from the camera? GLSL fragment shader: gl_PointSize = size / gl_Position.w; seems along the right tracks; for any given scene all sprites seem nicely ...
3
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1answer
2k views

Unity3d or WebGL: Where should I go?

I am interested in making a simple 3D game this summer, and I'd prefer if it were playable in a browser. My choices I am considering are Unity and WebGL. Currently I have no experience in either. But ...
1
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2answers
624 views

Ward model implementation: specular component too weak

I'm trying to implement the Ward shading model, the anisotropic, computationally efficient version: This is how I made it: float alphaX=0.5, alphaY=0.5; // asinotropic roughness float ...
1
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0answers
558 views

shader-based particle systems [closed]

I have a classic particle system where each particle is represented by a quad and, each time step, I move each particle. My target is webGL which means I don't have instancing, attribute divisors nor ...
0
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2answers
322 views

Three.js: Lighting not calculating correctly on THREE.Geometry objects

I have a three.js (REVISION: '68') issue with the lighting of THREE.Geometry objects: I'm using the THREE.Geometry class to build up objects using vertices and faces, then I computeFaceNormals() ...
0
votes
1answer
108 views

How would one outline an alpha transparency layer in javscript and/or php? [duplicate]

I simply want an outline/edge detection of the character/item/object that is selected or doing something. I'm seeing lots of versions of this question for different languages, but I would appreciate ...