Skip to main content
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
Results tagged with
Search options answers only not deleted user 9134

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

2 votes

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

Just to elaborate on Stomy's answer - I'd hesitate before describing time spent sorting as "waste"; if the performance gain from being able to batch outweighs the performance loss from sorting, then i …
Maximus Minimus's user avatar
4 votes

Difference between "buffer" and "array" in OpenGL?

This terminology is rooted in the history of OpenGL. What's important to remember is that, for most of the GL versions which are relevant here, OpenGL was evolved incrementally and by adding new func …
Maximus Minimus's user avatar
1 vote

Is there any reason for doing back face culling in software?

Sometimes, but it depends on your use case and data structures. You can still get a win if your data is set up so that you can cull groups of faces per test, and if doing so doesn't require you to br …
Maximus Minimus's user avatar
1 vote

Linking one uniform variable to many shaders

attributes like so: glVertexAttrib4fv (13, myMatrix[0]); glVertexAttrib4fv (14, myMatrix[1]); glVertexAttrib4fv (15, myMatrix[2]); glVertexAttrib4fv (16, myMatrix[3]); (Per https://www.khronos.org/registry/webgl … /specs/1.0/ this usage is supported in WebGL). …
Maximus Minimus's user avatar
2 votes

Proper way to maintain Vertex Buffer Objects

One VBO per polygon, and updating it at runtime as you seem to be doing, is going to perform horribly. You'd be better off with old-school client-side arrays or even (if you weren't using ES) immedia …
Maximus Minimus's user avatar
3 votes

How to position/transform vertices for 2D UI in shaders?

For 2D UI you typically achieve this by using an orthographic projection matrix, and setting view and model to identity, which collapses the typical transform: gl_Position = projection * view * model …
Maximus Minimus's user avatar