gltools | Autotooled version of the GLTools library
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Autotooled version of the GLTools library
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QUESTION
I am using GLBatch from the GLTools library to draw a tetrahedron. I want to draw the tetrahedron multiple times at different locations to draw a Sierpinski-Tetrahedron. Creating the geometry and drawing the cone works fine for one instance of the tetrahedron, but I want to draw the tetrahedron multiple times at different locations. Calling geometry.Draw()
multiple times (with different model view matrices) does not work. The cone is still drawn only once.
How can I draw the GLBatch multiple times?
Here is my code:
...ANSWER
Answered 2018-Apr-23 at 18:22GLMatrixStack is a class which provides a matrix stack and operations to the top matrix of the stack.
The class GLShaderManager can load a shader and handles setting of the uniform variables of the shader.
The shader program transforms the vertex coordinates of the mesh by the model view matrix. This causes that the mseh can be rendered to different places an with different orientations in the scene.
If the modelview matrix is changed, it has to be set to the corresponding uniform variable in the shader program, to make the change work.
This can be done by calling GLShaderManager::UseStockShader
before drawing the mesh.
Adapt your code like this:
QUESTION
I am having a problem with rendering 2d sprites to a GL canvas. When my browser is on a lower resolution monitor it renders at a higher FPS than if it's rendering in a higher resolution monitor.
Mac Retina Display: 2880x1800 = ~20 FPS
External Monitor: 1920x1080 = ~60 FPS
WebGL is rendering at a faster FPS on my 1080 resolution monitor than it is on the Mac retina display.
What is the best practice to force WebGL to render at a lower resolution? I have tried looking for sources to help answer this but can't find anything online.
I've tried lowering the resolution as follows:
...ANSWER
Answered 2017-Dec-07 at 17:33Per MDN's WebGL best practices:
Rendering to a canvas can be done at a different resolution than the style sheet will eventually force the canvas to appear at. If struggling with performance you should consider rendering to a low resolution WebGL context and using CSS to upscale its canvas to the size you intend.
WebGL will render based on your canvas' width and height attributes. A canvas that looks like this: will render at 256x256. However, you can then scale up your drawing by styling your canvas with CSS:
canvas {width: 512px;height: 512px;}
will display your rendered image at an upscaled 512x512.
Run the snippet below and you'll see the output:
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