Questions tagged [webgl]

WebGL extends the capability of the HTML canvas element to allow it to render accelerated graphics in any compatible web browser. **DO NOT TAG QUESTIONS ABOUT 3D LIBRARIES (like THREE.js) WITH THIS TAG** unless the question is specifically about a WebGL API feature. **DO NOT TAG QUESTION ABOUT UNITY WEBGL WITH THIS TAG!!**

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Unity WebGL JSON Failing?

I have a Unity 2019 WebGL project in which I am calling a REST service to return a JSON string. When I call for the data in the editor it is returned and deserialized perfectly into a class however ...
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Color of light in the custom shader

I added lighting to my scene with const ambientLight = new THREE.AmbientLight(0xffffff); scene.add(ambientLight); // and directional light as const dirLight = new THREE.DirectionalLight(0x808080, 0....
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How to animation movement motion between two images?

I have two images where a user can move a particular direction and I’d like to animation as if the user is moving towards the second image. The experience is very similar to how Google Maps does their ...
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Plotly.js with WebGL over the vuejs app not working (WebGL: INVALID_OPERATION: useProgram: program not valid & drawArraysInstancedANGLE)

Plotly version that I am using 2.14.0 (latest) VueJs version 3.2.37 (latest) Trying to plot with the type "scattergl". But the Chrome/Edge browsers complains with the error messages WebGL: ...
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Switching between P2d and WEBGL

I have a p5.js sketch that uses simple drawings. I now want to add a 3D drawing, but WebGL will break the code I currently have. Apart from having 2 canvases (one for P2D and one for WEBGL) is there a ...
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Is it possible to use plotly.express.scatter_mattrix with webgl?

I want to do a scatter matrix plot with Plotly which has several points, so I would like to set the render mode to Webgl. Is such thing possible?
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Problem with WebGL game and my node http server

I started up a simple Node.js HTTP server using the video link below Then I directed the HTTP server to respond with the index.html file from the Unity3D build folder. When I start the server and go ...
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Pending transactions in Unity WebGL [closed]

I'm creating an dapp with Unity, but now I need somehow to create pending or smth like queue for players. I already can get transactions info for every playe separately(it is success or pending) but ...
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PIXI.JS Low FPS when using large textures

I need to display a large number (for example 1000) of high resolution textures (3000x2600 px) at the same time, for this I used the ParticleContainer from the example But in the end, I get 10-15 FPS, ...
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Convert conditional logic for edge wrapping to math expression

I have a simple function that takes a float parameter x in the range [-1.0, 2.0] and maps it to range [0.0, 1.0] such that values below 0.0 are mapped to 1.0 and values above 1.0 are mapped to 0.0: ...
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How to convert coordinate from NDC to camera space in vertex shader?

I'm maintaining a vertex shader encapsulated in a custom material class (inherited from ShaderMaterial but now from MeshStandardMaterial) which convert 3D coordinate to NDC as usual: vec4 ndcPos = ...
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problems using internal formats other than R8 for texture data

I'm using GLSL shaders with 3D texture data in WebGL2 code via TypeScript. My texture data contains single-channel samples, with different data sources using samples with different bit widths (u8, u16,...
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I am using WebGL to draw sphere deformation due to accuracy problem, how to solve it

I wanted to draw a vertebral body with a small ball at the top, and I could easily draw a number of such vertebral bodies based on the location information provided: function generateTopSphere(...
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WebGL blank screen

I currently have a webgl renderer, and I'm trying to draw a box (Provided by https://github.com/mdn/dom-examples/blob/master/webgl-examples/tutorial/sample2/webgl-demo.js) I have it working in my ...
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how to access image data on React-three-fiber

I would like to take image data (RGBA) from react-three-fiber like this code on HTML var myCanvas = document.createElement("canvas"); myCanvas.width = texture.image.width; myCanvas.height = ...
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