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Showing posts from November, 2020

Lighting in WebGL

As should be clear by now, WebGL doesn't have much built-in knowledge. It just runs two functions you supply — a vertex shader and a fragment shader — and expects you to write creative functions to get the results you want. In other words, if you want lighting you have to calculate it yourself. Fortunately, it's not all that hard to do, and this article will cover some of the basics. This example uses the glMatrix library to perform its matrix and vertex math. You'll need to include it if you create your own project based on this code. Our sample loads a copy from a CDN in our HTML's <head>. Simulating lighting and shading in 3D Although going into detail about the theory behind simulated lighting in 3D graphics is far beyond the scope of this article, it's helpful to know a bit about how it works. Instead of discussing it in depth here, take a look at the article on Phong shading at Wikipedia, which provides a good overview of the most commonly used lighting...

Lighting in WebGL

As should be clear by now, WebGL doesn't have much built-in knowledge. It just runs two functions you supply — a vertex shader and a fragment shader — and expects you to write creative functions to get the results you want. In other words, if you want lighting you have to calculate it yourself. Fortunately, it's not all that hard to do, and this article will cover some of the basics. This example uses the glMatrix library to perform its matrix and vertex math. You'll need to include it if you create your own project based on this code. Our sample loads a copy from a CDN in our HTML's <head>. Simulating lighting and shading in 3D Although going into detail about the theory behind simulated lighting in 3D graphics is far beyond the scope of this article, it's helpful to know a bit about how it works. Instead of discussing it in depth here, take a look at the article on Phong shading at Wikipedia, which provides a good overview of the most commonly used lighting...

Lighting in WebGL

As should be clear by now, WebGL doesn't have much built-in knowledge. It just runs two functions you supply — a vertex shader and a fragment shader — and expects you to write creative functions to get the results you want. In other words, if you want lighting you have to calculate it yourself. Fortunately, it's not all that hard to do, and this article will cover some of the basics. This example uses the glMatrix library to perform its matrix and vertex math. You'll need to include it if you create your own project based on this code. Our sample loads a copy from a CDN in our HTML's <head>. Simulating lighting and shading in 3D Although going into detail about the theory behind simulated lighting in 3D graphics is far beyond the scope of this article, it's helpful to know a bit about how it works. Instead of discussing it in depth here, take a look at the article on Phong shading at Wikipedia, which provides a good overview of the most commonly used lighting...

Test 1

WebGL (Web Graphics Library) is a JavaScript API for rendering high-performance interactive 3D and 2D graphics within any compatible web browser without the use of plug-ins. WebGL does so by introducing an API that closely conforms to OpenGL ES 2.0 that can be used in HTML5 <canvas> elements. This conformance makes it possible for the API to take advantage of hardware graphics acceleration provided by the user's device. Formats Support for WebGL is present in Firefox 4+, Google Chrome 9+, Opera 12+, Safari 5.1+, Internet Explorer 11+, and Microsoft Edge build 10240+; however, the user's device must also have hardware that supports these features. Colors and fonts The WebGL 2 API introduces support for much of the OpenGL ES 3.0 feature set; it's provided through the WebGL2RenderingContext interface. The <canvas> element is also used by the Canvas API to do 2D graphics on web pages. Aligns WebGL (Web Graphics Library) is a JavaScript API for rendering hi...

Test 1

WebGL (Web Graphics Library) is a JavaScript API for rendering high-performance interactive 3D and 2D graphics within any compatible web browser without the use of plug-ins. WebGL does so by introducing an API that closely conforms to OpenGL ES 2.0 that can be used in HTML5 <canvas> elements. This conformance makes it possible for the API to take advantage of hardware graphics acceleration provided by the user's device. Formats Support for WebGL is present in Firefox 4+, Google Chrome 9+, Opera 12+, Safari 5.1+, Internet Explorer 11+, and Microsoft Edge build 10240+; however, the user's device must also have hardware that supports these features. Colors and fonts The WebGL 2 API introduces support for much of the OpenGL ES 3.0 feature set; it's provided through the WebGL2RenderingContext interface. The <canvas> element is also used by the Canvas API to do 2D graphics on web pages. Aligns WebGL (Web Graphics Library) is a JavaScript API for rendering hi...