webgl-lessons | https : //github.com/tparisi/webgl-lessons | Blockchain library

 by   gpjt Python Version: Current License: MIT

kandi X-RAY | webgl-lessons Summary

kandi X-RAY | webgl-lessons Summary

webgl-lessons is a Python library typically used in Blockchain, React, Next.js applications. webgl-lessons has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. However webgl-lessons build file is not available. You can download it from GitHub.

is now the officially maintained fork for this project
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            kandi-support Support

              webgl-lessons has a medium active ecosystem.
              It has 1040 star(s) with 737 fork(s). There are 89 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 2 have been closed. On average issues are closed in 121 days. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of webgl-lessons is current.

            kandi-Quality Quality

              webgl-lessons has no bugs reported.

            kandi-Security Security

              webgl-lessons has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              webgl-lessons is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              webgl-lessons releases are not available. You will need to build from source code and install.
              webgl-lessons has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed webgl-lessons and discovered the below as its top functions. This is intended to give you an instant insight into webgl-lessons implemented functionality, and help decide if they suit your requirements.
            • This function exports an event .
            • Export a native object as a native object .
            • Return a JSON representation of a list of objects .
            • Export a GLGE to a GLGE .
            • Export a scene object to a scene object .
            • Export a glge file .
            • Initialize the graphics .
            • Called when a file is selected .
            • QKey event handler
            Get all kandi verified functions for this library.

            webgl-lessons Key Features

            No Key Features are available at this moment for webgl-lessons.

            webgl-lessons Examples and Code Snippets

            No Code Snippets are available at this moment for webgl-lessons.

            Community Discussions

            QUESTION

            Normals transformation for Back-Face culling
            Asked 2021-Feb-11 at 05:35

            Starting from this lesson here: WebGL 3D Perspective I am triyng to implement Back-Face culling no magic.

            I am computing on the fly the face normals in object space. After that, I am setting the fudgeFactor inside m[2][3] to get the perspective divide by Z.

            To check if the shear matrix works, I expanded my snippet using directly the vertex positions projected out of the WebGL vertex shader, and added the "projected position" flag.

            Now, I am triyng to use the z-component inside the transformed normals to hide the faces with normal.z <0. This technique works well using orthogonal projection - or when fudgeFactor is 0. Why this doesn't work also for perspective projection, when I set the fudgeFactor by my self?

            To see what's happen, I wrote the minimal example below to visualize the normal vectors (thanks to: Geeks3D) and colored it. Green normal: face is visible, red normal: face is culled.

            I followed the hints of gman and implemented the basic polygon rasterization (out of the WebGL vertex shader) as a proof of concept . Try to drag the fudgeFactor slider and check that works correctly.

            ...

            ANSWER

            Answered 2021-Feb-05 at 03:00

            I'm sorry if this is not an answer to your question but "back face culling" has nothing to do with normals and you don't generally do it manually. You let WebGL do it for you

            From the spec

            3.5.1 Basic Polygon Rasterization

            The first step of polygon rasterization is to determine if the polygon is back facing or front facing. This determination is made based on the sign of the (clipped or unclipped) polygon’s area computed in window coordinates. One way to compute this area is

            where xiw and yiw are the x and y window coordinates of the ith vertex of the n-vertex polygon (vertices are numbered starting at zero for purposes of this computation) and i⊕1 is (i+1) mod n. The interpretation of the sign of this value is controlled with

            Source https://stackoverflow.com/questions/65970900

            QUESTION

            Nothing is rendering in a canvas
            Asked 2020-Jul-22 at 16:58

            I am not able to render anything in canvas and the console is not showing any error. I think my eye is missing something. I am doing nothing just trying to render the cube coordinate in canvas but nothing is being displayed.

            ( this sentence inside the bracket is just unwanted text for making this question pass the error of post is mostly code by StackOverflow)

            ...

            ANSWER

            Answered 2020-Jul-22 at 16:58

            I moved my webgl helper to

            Adding it I get this error

            Source https://stackoverflow.com/questions/63035840

            QUESTION

            Why is this set of F rotating in this locus
            Asked 2020-Jun-24 at 16:50

            In this code , I am not able to understand why the rotation is not in circular locus. This may be basic logic behind this but i can't understand why this so random locus.

            I am rotating camera in orbital motion but it is not following it.

            In my knowledge, i created a orbital motion camera and inverse of that is view matrix. So, view matrix will transform the world space for this result.Is there any fault in my thinking process ?

            ...

            ANSWER

            Answered 2020-Jun-24 at 16:50

            If I understand your question, the problem you see is it looks like the camera is getting closer to and further from the Fs

            The issue is the vertex data for the Fs are built so the top left front corner is at 0,0,0, from that they go +X 100 units (so 100 units wide), +Y 150 units (so 100 units tall), and +Z 30 units so 30 units deep

            So then, when you draw them around a 100 unit circle their origin is the part you are positioning and you get this

            The image is top down so the Fs are just a rectangle. The green circle is the local origin of each F, its local 0,0,0. The other vertices of the F are relative to that local origin so they are closer to the outer circle (the orbit of the camera) on one side and further on the other

            You can fix it by moving the Fs -50 in X and -15 in Z. In other words

            Source https://stackoverflow.com/questions/62557253

            QUESTION

            Canvas is not rendering anything
            Asked 2020-Jun-24 at 11:59

            I am learning WebGL and while I was trying to do look at after learning it from webglfundamental2, I wrote this code but this is not throwing any error but there is nothing displayed on the screen.

            This is code I tried to render 'F' using the perspective camera.

            There is no error in console:

            Any help, I can't debug it. Any help, please !!!

            ...

            ANSWER

            Answered 2020-Jun-23 at 16:28
            1. With the JavaScript console open in the browser, if I run your snippet I get this warning

              That is a warning, not an error, that the code is trying to draw zero vertices. Checking the call to gl.drawArrays I found that offset and count were backward

              it was

            Source https://stackoverflow.com/questions/62534249

            QUESTION

            Set value to slider directly
            Asked 2020-May-28 at 02:53

            Javascript is a new languaje for me so this is a simple task that I cannot achieve. I can set the slider and update the position of my element when I change the slider with:

            ...

            ANSWER

            Answered 2020-May-28 at 02:53

            There's a couple of things that needed to be done in my opinion to achieve this based on the example you provided. First, the main() function on lines 98 and 99 is setting up the sliders like so:

            webglLessonsUI.setupSlider("#x", {slide: updatePosition(0), max: gl.canvas.width }); webglLessonsUI.setupSlider("#y", {slide: updatePosition(1), max: gl.canvas.height});

            If we check the library you provided (around line 99) we can see that the function setupSlider returns an object with both the html reference and a function to update its value:

            Source https://stackoverflow.com/questions/62051620

            QUESTION

            Import shader plain text into JS script with webpack
            Asked 2020-Mar-31 at 22:12

            I have a webgl proyect and I am able to load my shaders if I hardcode them from my main.js as

            ...

            ANSWER

            Answered 2020-Mar-31 at 22:12

            In your HTML, you should use the bundle instead of the source JavaScript. According to your webpack config, the bundled file will be in "build/main.bundle.js" but your HTML loads "main.js", which is your unbundled JavaScript.

            Source https://stackoverflow.com/questions/60958484

            QUESTION

            Webgl - Rendering depth to texture returns gl.INVALID_FRAMEBUFFER_OPERATION in Safari
            Asked 2020-Feb-19 at 10:03

            If you look at the following snippet in Safari (taken from https://webglfundamentals.org/webgl/lessons/webgl-shadows.html), you will notice it looks different than in other browsers, because the depth texture is always completely black:

            ...

            ANSWER

            Answered 2020-Feb-18 at 18:19

            For Safari you need to setup a color attachment even if though the sample doesn't use it

            first create an RGBA/UNSIGNED_BYTE color attachment the same size as the depth texture

            Source https://stackoverflow.com/questions/60286207

            QUESTION

            "Cannot read property 'projection' of undefined" :webgl error in my 1st 3D geometry program
            Asked 2017-Nov-08 at 11:49

            I am looking at webglfundamentals blog series and learning animations. Based on my understanding, I am trying to replicate this in a slightly different manner, such that I do not have dependency on util files of the blog series. I am unable to resolve this error:

            ...

            ANSWER

            Answered 2017-Nov-07 at 21:51

            The error message

            Cannot read property 'projection' of undefined at createVertices.

            means that projection is undefined when you try to use it. This is because m4.projectionis defined later int he script.

            To solve this problem, you should do the declarations at the begin of the script and the function calls at the end.
            Move the following code at the very and of the script:

            Source https://stackoverflow.com/questions/47167603

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install webgl-lessons

            You can download it from GitHub.
            You can use webgl-lessons like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone gpjt/webgl-lessons

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