Search Results
Search type | Search syntax |
---|---|
Tags | [tag] |
Exact | "words here" |
Author |
user:1234 user:me (yours) |
Score |
score:3 (3+) score:0 (none) |
Answers |
answers:3 (3+) answers:0 (none) isaccepted:yes hasaccepted:no inquestion:1234 |
Views | views:250 |
Code | code:"if (foo != bar)" |
Sections |
title:apples body:"apples oranges" |
URL | url:"*.example.com" |
Saves | in:saves |
Status |
closed:yes duplicate:no migrated:no wiki:no |
Types |
is:question is:answer |
Exclude |
-[tag] -apples |
For more details on advanced search visit our help page |
WebGL is a Javascript API for rendering interactive 3D / 2D graphics on the HTML5 canvas element. It is based on OpenGL ES 2.0.
4
votes
2
answers
2k
views
Confused about Max Vertex Uniform Vector limit
How would I find the true upper limit value (and read it inside my WebGL app at the runtime)? … EDIT: Ok, I've found out how to get this parameter inside a WebGL app: gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS), but the question now is how would I adapt it to shaders... …
2
votes
1
answer
2k
views
Omni-directional light shadow mapping with cubemaps in WebGL
My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. … Also in WebGL depth components are not well supported, so I need to render it to RGBA first. …
2
votes
2
answers
841
views
Linking one uniform variable to many shaders
Let's say, that I have 3 programs, and in each of those programs there is a view matrix uniform, which should be the same in all those programs.
Right now, when my camera moves, I need to re-upload t …
2
votes
2
answers
2k
views
Strange if-else branching behavior in a fragment shader
In my fragment shader I have passed an uniform int uLightType variable, which indicates what type of light is in usage right now. The problem is that if-else branching does not work correctly - the fr …
0
votes
1
answer
2k
views
One draw call with one big mesh VS many draw calls with many little meshes
I have read that in order to optimize WebGL application, one should reduce an amount of draw calls. …
1
vote
1
answer
1k
views
Custom lookAt function goes wild
I have written a custom lookAt function based on a lot of posts from all over the net, and it works very nice... except when a rotation (which is stored in a quaternion) crosses some 'threshold'. Howe …
4
votes
1
answer
3k
views
How can I restrict the rotation of an object to a subset of axes using quaternions?
I've got a question about quaternions in my WebGL application.
How can I rotate an object only around two axes? For example, how can I exclude/nullify rotation about the Y axis? …
0
votes
1
answer
791
views
Strange quaternion camera streching in WebGL
So after a lot of researching about quaternions I almost got the quaternion camera working. Almost, cause it rotates in a proper way only in a vertical axis. Other rotations stretches and deforms the …