I\'m writing a WebGL application that algorithmically generates geometry. The geometry will consist of between 4-150 objects, each consisting of somewhere between 16 and 2048 points, drawn as a TRIANG
It seems to me like one could theoretically use WebGL for computation--such as computing primes or π or something along those lines.However, from what little I\'ve seen, the shader itself isn\'t writ
I have 6 textures I would like to load on 6 different faces of a cube. I\'m trying to make a new texture by using GLGE.TextureCube();. And then I load all six images to the faces the supposedly should
I am experimenting with writing a Facebook game in HTML5, and am running up against the recent security changes in Chrome which prohibit the drawing of any cross-domain images on a WebGL canvas. I am
I\'m building a boardgame in WebGL. The board can be rotated/zoomed. I need a way to translate a click on the canvas element (x,y) into the relevant point in 3D space (x, y, z). The ultimate result is
I\'m making a simple WebGL demo. I have a simple vertex shader that takes two attributes and some uniforms. Here is the code:
Assuming that I have a WebGL canvas (by calling getContext("experimental-webgl")). Is there any way to switch context later for using a "2d" one ?
I wish to start in the web development using WebGL technology, but I have a minor issue. Usually, I test my applications in Chrome. I love its console which is, as far I\'m concerned, better than Fire
I am attempting to write an application that uses very large textures. The idea is that you work on a scaled version of the texture in realtime modifying shaders and when finished the application woul
For a post processing shader, I need the color and the depth buffer of my framebuffer. Accessing the colorbuffer works fine but I have problems creating the depthbuffer. I always get an INVALID_ENUM e