webgl | Moved to elm-explorations/webgl | Graphics library
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kandi X-RAY | webgl Summary
Moved to elm-explorations/webgl
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of webgl
webgl Key Features
webgl Examples and Code Snippets
function init_webgl(canvasObj) {
// Fail fast for invalid canvas object
if( !isCanvas(canvasObj) ) {
throw new Error("Invalid canvas object - "+canvasObj);
}
// Fail fast if browser previously detected no support
if( browserSupport
function functionNode_webgl( inNode, _opt ) {
gpu = inNode.gpu;
opt = _opt || {};
if (opt.debug) {
console.log(inNode);
}
jsFunctionString = inNode.jsFunctionString;
if (opt.prototypeOnly) {
return ast_FunctionPrototype( inNode.getJ
function webglPrototypeString(functionName, opt) {
if (opt == undefined) {
opt = {};
}
if(functionName) {
return this.webglPrototypeString_fromFunctionNames( this.traceFunctionCalls(functionName, [], opt).reverse(), opt );
}
return
Community Discussions
Trending Discussions on webgl
QUESTION
I created a sketch which draws 100s of thousands of lines. As expected, it is quite slow. So, I tried the same sketch with WEBGL mode. But this turned out to be slower than the default mode.
My understanding was that WEBGL leverages GPU for fast rendering. Is it not true?
Thank you.
createCanvas(windowWidth, windowHeight, WEBGL)
Side note: I coded this sketch first in Processing (java), where the WEBGL mode was 100 times faster than the default mode. So, I expected the same with P5js.
...ANSWER
Answered 2022-Mar-24 at 00:02Drawing numerous stroked shapes in p5.js with WEBGL is notoriously slow. See: Sketch runs slow in P5.js WEBGL on the processing.org Discourse forum. If you specifically want to draw lines and/or curves and you don't need 3d perspective then a 2d canvas will actually perform better (and in most browsers it will still utilize the GPU). If you are actually utilizing 3d perspective and other WEBGL rendering capabilities then the key thing is to reduce the number of drawing instructions, and if possible avoid relying on p5.js to draw strokes. In order to give you more specific advice on how to do that you are going to have to post a minimal reproducible example of what you are trying to do.
QUESTION
Using AWS Lambda functions with Python and Selenium, I want to create a undetectable headless chrome scraper by passing a headless chrome test. I check the undetectability of my headless scraper by opening up the test and taking a screenshot. I ran this test on a Local IDE and on a Lambda server.
Implementation:I will be using a python library called selenium-stealth and will follow their basic configuration:
...ANSWER
Answered 2021-Dec-18 at 02:01WebGL is a cross-platform, open web standard for a low-level 3D graphics API based on OpenGL ES, exposed to ECMAScript via the HTML5 Canvas element. WebGL at it's core is a Shader-based API using GLSL, with constructs that are semantically similar to those of the underlying OpenGL ES API. It follows the OpenGL ES specification, with some exceptions for the out of memory-managed languages such as JavaScript. WebGL 1.0 exposes the OpenGL ES 2.0 feature set; WebGL 2.0 exposes the OpenGL ES 3.0 API.
Now, with the availability of Selenium Stealth building of Undetectable Scraper using Selenium driven ChromeDriver initiated google-chrome Browsing Context have become much more easier.
selenium-stealthselenium-stealth is a python package selenium-stealth to prevent detection. This programme tries to make python selenium more stealthy. However, as of now selenium-stealth only support Selenium Chrome.
Code Block:
QUESTION
I'm really struggling here and I can't get it right, not even knowing why.
I'm using p5.js
in WEBGL mode, I want to compute the position of on point rotated on the 3 axes around the origin in order to follow the translation and the rotation given to object through p5.js, translation and rotatation on X axis, Y axis and Z axis.
The fact is that drawing a sphere in 3d space, withing p5.js
, is obtained by translating and rotating, since the sphere is created at the center in the origin, and there is no internal model giving the 3d-coordinates.
After hours of wandering through some math too high for my knowledge, I understood that the rotation over 3-axis is not as simple as I thought, and I ended up using Quaternion.js. But I'm still not able to match the visual position of the sphere in the 3d world with the coordinates I have computed out of the original point on the 2d-plane (150, 0, [0]).
For example, here the sphere is rotated on 3 axis. At the beginning the coordinates are good (if I ignore the fact that Z is negated) but at certain point it gets completely out of sync. The computed position of the sphere seems to be completely unrelated:
It's really hours that I'm trying to solve this issue, with no result, what did I miss?
Here it follows my code:
...ANSWER
Answered 2022-Feb-26 at 22:25I've finally sorted out. I can't really understand why works this way but I didn't need quaternion at all, and my first intuition of using matrix multiplications to apply rotation on 3-axis was correct.
What I did miss in first instance (and made my life miserable) is that matrix multiplication is not commutative. This means that applying rotation on x, y and z-axis is not equivalent to apply same rotation angle on z, y and x.
The working solution has been achieved with 3 simple steps:
- Replace quaternion with matrix multiplications using vectors (method
#resize2
) - Rotating the drawing plane with Z-Y-X order
- Doing the math of rotation in X-Y-Z order
QUESTION
As the title states, when using Pixi.js in SvelteKit, ONLY and ONLY while building the application, it will spit out a "self is not defined" error, and it traces back to the @pixi/settings
module. I have tried every possible way that I know to fix this. First I used a shim to give it some dummy information, but that didn't work:
ANSWER
Answered 2022-Feb-03 at 10:18Not sure if this is related but I added Pixi to my Svelte project (based on the official Svelte starter template using rollup) and I started to get this error:
QUESTION
Hey there trying to make my Unity WebGL export work on my React JS project but for some reason is not working I'm using the following React Unity WebGL version (react-unity-webgl@7.x # For Unity 2018 and 2019 (Active LTS)) and I have followed the instructions accordingly to the version I'm using, someone ran into the same issue than me and asked a question in the GitHub and I followed what they said which is basically to put the unity folder in the public folder but still is not working. Anyone has any idea of how to fix this ?
This is how I have my folder structure:
And this is the 2 codes I have try (which they are basically the same):
Code A:
...ANSWER
Answered 2022-Jan-08 at 23:13you have to move your unitybuid folder as child of Public file, as this /public/Build/yourfiles.json
i am havinbg problems after that, it runs well on local host, but when building on a hosting sites, it doesnt loading for me.
QUESTION
I'm using the technique described here (code, demo) for using video frames as WebGL textures, and the simple scene (just showing the image in 2D, rather than a 3D rotating cube) from here.
The goal is a Tampermonkey userscript (with WebGL shaders, i.e. video effects) for YouTube.
The canvas is filled grey due to gl.clearColor(0.5,0.5,0.5,1)
. But the next lines of code, which should draw the frame from the video, have no visible effect. What part might be wrong? There are no errors.
I tried to shorten the code before posting, but apparently even simple WebGL scenes require a lot of boilerplate code.
...ANSWER
Answered 2022-Jan-08 at 15:24Edit: As it has been pointed out, first two sections of this answer are completely wrong.
TLDR: This might not be feasible without a backend server first fetching the video data.
If you check the MDN tutorial you followed, the video object passed to texImage2D
is actually an MP4 video. However, in your script, the video object you have access to (document.getElementsByTagName("video")[0]
) is just a DOM object. You don't have the actual video data. And it is not easy to get access to that for YouTube. The YouTube player do not fetch the video data in one shot, rather the YouTube streaming server makes sure to stream chunks of the video. I am not absolutely sure on this, but I think it'll be very difficult to work around this if your goal is to have a real time video effects.
I found some discussion on this (link1, link2) which might help.
That being said, there are some issues in your code from WebGL perspective. Ideally the code you have should be showing a blue rectangle as that is the texture data you are creating, instead of the initial glClearColor
color. And after the video starts to play, it should switch to the video texture (which will show as black due to the issue I have explained above).
I think it is due to the way you had setup your position data and doing clip space calculation in the shader. That can be skipped to directly send normalized device coordinate position data. Here is the updated code, with some cleaning up to make it shorter, which behaves as expected:
QUESTION
There is a file that I downloaded from the Unity web-site
...ANSWER
Answered 2022-Jan-06 at 15:38You should not use #if
to test an undefined macro. The warning implies that you should use #ifdef
instead.
You may not define a previously defined macro. You could first undefined the old definition, but that's rarely a good idea.
Using ifdef helps to get rid of the first warning, but the second one is still in place
In c++23 you will be able to use #elifdef
instead.
Otherwise, you can use #elif defined(the_macro)
.
QUESTION
I'm following the WebGL tutorial from MDN (code, demo (black rectangle)) to create a WebGL canvas.
The goal is a userscript (with WebGL shaders, i.e. video effects) for YouTube. So I opened a YouTube video page and put the code below (from the link above) into the JavaScript console. The canvas got created, but it is invisible.
The canvas inherits a lot of CSS from YouTube by default. Am I overlooking some CSS properties that make it invisible? What to look out for in such cases? It should be black.
...ANSWER
Answered 2022-Jan-04 at 02:19Your canvas is there, but it's not on-top. Set some additional CSS for positioning. For example:
QUESTION
I'm playing around with WebGL. The following is a working example with a 3D object using Three.js. Is it possible to add multiple shaders to one 3D object, like this one? It would be highly appreciated if you can share some knowledge.
I just learned from one pro that helped with solutions to applying one shader material to 3D object. However, I'm curious about whether to add multiple shaders to give more effects to the 3D object.
...ANSWER
Answered 2021-Dec-17 at 15:33In general, rendering a mesh with multiple materials is possible in three.js
if the geometry defines proper groups data. However you normally render different parts of the mesh with distinct materials. E.g. when having a character model, you would render the skin with one material and the cloths with a different one.
You don't want to use this approach to combine or stack effects. Instead, you have to implement a single custom shader that includes all effects that you want to apply on the surface.
QUESTION
Is there a way to store signed 16bit value inside single channel?
Im trying to store it inside red channel like this:
...ANSWER
Answered 2021-Dec-10 at 20:27For integral data the format argument must be gl.RED_INTEGER
:
gl.texImage2D(gl.TEXTURE_2D, 0, gl.R16I, width, height, 0, gl.RED, gl.SHORT, image);
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install webgl
Elm packages are available at elm-lang.org. If you are going to make HTTP requests, you may need elm/http and elm/json. You can get them set up in your project with the following commands: elm install elm/http and elm install elm/json. It adds these dependencies into your elm.json file, making these packages available in your project. Please refer guide.elm-lang.org for more information.
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