WebGL2Samples | Short and easy to understand samples demonstrating WebGL | Graphics library
kandi X-RAY | WebGL2Samples Summary
kandi X-RAY | WebGL2Samples Summary
Run the live [WebGL 2 Samples Pack] Short and easy to understand samples demonstrating WebGL 2 features by [Shuai Shao (Shrek)] [Trung Le] and contributors. Advised by [Patrick Cozzi] University of Pennsylvania. Inspired by and ported from Christophe Riccio’s ([@Groovounet] [OpenGL Samples Pack] Tarek Sherif writes a really helpful [WebGL 2 Examples] repo which demonstrates how these features can be used to implement commonly-used algorithms.
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QUESTION
I've been working with WebGL1 for some time but now that I'm learning more about WebGL2, I'm confused what Vertex Array
s actually do. For example, in the following example, I can remove all references to them (e.g. creation, binding, deletion) and the example continues to work.
ANSWER
Answered 2019-Feb-01 at 03:32This has been explained elsewhere but you can consider both WebGL1 and WebGL2 to have a vertex array. It's just WebGL1 by default only has one where as WebGL2 you can create multiple vertex arrays (although 99.9% of all WebGL1 implementations support them as an extension)
A Vertex Array is the collection of all attribute state plus the ELEMENT_ARRAY_BUFFER
binding.
You can think of WebGL state like this
QUESTION
I've looked around and cannot find a simple example showcasing 3D Textures using multiple images to map onto any geometry.
I've found the following examples:
1) http://webglsamples.org/WebGL2Samples/#texture_3d 2) https://webgl2fundamentals.org/webgl/lessons/webgl-data-textures.html
In the first example, I cannot get it to work using images as the source for data. In the second example, it doesn't use 3D textures.
If there are any examples of showing 3D textures mapping multiple images (e.g. JPG) onto a plane, that would be super helpful
...ANSWER
Answered 2018-Oct-26 at 15:12Here's a small sample. It's using dataURLs for the images but they could be normal images just as easily as long as they are all the same dimensions. If they are not the same dimensions you'd have to scale them so they are either offline or via canvas or something.
Otherwise the sample doesn't set any uniforms because the default value of uniforms is 0. It just draws a single point using gl.POINTS
, gl_PointSize
and gl_PointCoord
for coordinates so no buffers or attributes needed
QUESTION
I've been reading the source code for these examples and I continue to see this option, however, I can't locate anywhere whether this is a supported feature. Do you simply get antialias
by turning on this flag? Any more details on this feature?
ANSWER
Answered 2018-May-09 at 14:01For all details regarding WebGL, start with the specification. From section 5.2 you can see the available attributes, with antialias
defaulting to true
:
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