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What is the "resource file" when building Unity3D project with WebGL and what needs to be considered using the Unity3D WebGL-Build?

I am trying to build a small project with Unity3D and I want to display it locally in my Firefox-Browser. In my Unity-Editor it looks like this: 1 And if I am building it as WebGL it looks like this:2 ...
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0answers
41 views

Building webapp for rendering (>20,000) zoomable and interactive objects

I am trying to build a web-based user interface, which consists of over 20,0000 objects to render. The application is very similar to geospatial rendering but with 2D objects instead of geo JSON. The ...
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0answers
41 views

Is it possible to make a mesh in webgl using squares or boxes instead of triangles?

I want to know if I can make a mesh using other shapes instead of triangles in webgl… I am new to Pure Webgl even though I have been Using BabylonJS for some time now, I wanna learn more about the ...
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58 views

WebGL rendering order/organization/flow with multiple shaders

I'm struggling to understand some concepts of rendering organization in webgl. I'm working on a 2D game which has 2 types of objects - sprites and polygons. I have different shaders for that, sort my ...
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votes
2answers
272 views

GLSL get pixel-specific distance from camera?

I am trying to get the distance of each pixel drawn to the canvas in the vertex shader. The vertex shader code is as follows: attribute vec4 modelVertexPosition; // cameraMatrix is strictly used as a ...
1
vote
1answer
84 views

WebGL render only vertices, but not triangles using gl.drawElements()

I am trying to render an indexed cube (with duplicate vertices to achieve flat shading). I set up a position buffer, an indices buffer, set the shader inputs and draw it using gl.drawElements(gl....
0
votes
1answer
168 views

Ordering instances in WebGL

I'm drawing a lot of rectangles, thus I'm using the WebGL2RenderingContext.drawArraysInstanced() for it. I'm also using a lot of buffers to control shaders per instance (containing such data as ...
1
vote
0answers
269 views

Why is WebGL frame rate dropping in full screen?

I'm rendering a somewhat complex WebGL scene here. When I view the scene on my MacBook Pro's built-in display in full screen it renders smoothly at 60 frames per second. When I view the scene on my ...
1
vote
1answer
63 views

How to integrate WebGL into existing game which is using canvas and 2D context.drawImage?

I have a game which uses context.drawImage() to draw spritesheets of the game objects into a hidden canvas which is then copied over to another canvas(viewport). The current renderer has a camera ...
0
votes
1answer
175 views

Webgl 2D rendering images too heavy

I'm just getting started with webgl. I followed a simple beginners tutorial on youtube. Now, I'm trying to create a simple 2D game. In that game, I want to render a simple inventory with images. When ...
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0answers
29 views

webgl cannot draw too many primitives in one drawcall on integrated graphics card

I am recently testing my webgl render engine. I just found a interesting thing. So if I am drawing 20 million of triangles on my integrated graphics card. If I render it in 500 drawcalls (40,000 per ...
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64 views

Webgl tiled layer rendering not working *Typescript

It is an assignment that requires sprite and map rendering. Both should work the same way but the map one isn't working. I've tried to let it draw some random staff on canvas but no matter how I ...
1
vote
0answers
272 views

What the Apple's new iPad Pro site canvas animation technique?

Apple's iPad Pro website has a unique way of using image sources for sequence animations. In the Chrome Devtool, you can find this technique. I've been researching for this technique, but I couldn't ...
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0answers
1k views

ThreeJS diamond reflection and refraction

Im experimenting with three js and trying to make diamond. I found a couple of examples with shaders and without but what cache my curiosity is this sample from sketchfab. Its seems that its not using ...
0
votes
1answer
62 views

three.js renders unexpected color values using points and custom shading and blending

I have a relatively simple setup with custom shader and a custom blend mode: A Scene and a PerspectiveCamera An IcosahedronBufferGeometry A custom new THREE.ShaderMaterial with custom shaders Some ...

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