WEBGL_debug_renderer_info extension survey results
This post discusses the WebGL extension WEBGL_debug_render_info.
This post discusses the WebGL extension WEBGL_debug_render_info.
I have gotten around to update WebGL Stats, which is a rewrite from scratch with a whole lot of new features, so give it a spin.
When programming WebGL you need to be careful to make it portable.
The following post will explain how to make WebGL portable across many devices, what to look out for
and techniques to work around the limitations you face.
The W3C is taking input from Netflix, Microsoft, Google, Apple and BBC to add DRM to HTML. This is a really bad idea on so many levels it's hard to pick any one aspect to start.
Shadow mapping is one of those things that a lot of people struggle with. It is also a very old shadowing technique that has been improved in a variety of ways. I'd like to make a brief trip trough the history of shadow mapping hopefully shedding some light on the topic and introduce you to some very nice techniques.
You might have encountered heatmaps for data visualization before. There is a fabulous library, heatmap.js, which brings that capability to draw them to javascript. There is only one problem, it is not exactly fast. Sometimes that doesn't matter. But if you have hundreds of thousands of data points to plot, or need realtime performance, it gets tricky. To solve that I've written a little engine using WebGL for drawing heatmaps.
There is (among graphics enthusiasts) a lot of debate what API/version of something to use with a bunch of hotly contested alternatives. I would like to convince you to give WebGL a try, and this blog post explains why. It will also quickly summarize a few things people usually ask about WebGL. There are many gotchas (like with anything) as well, and I am aware of a lot more of them than you can imagine. I will perhaps talk about them in another blog post.
The venerable computer keyboard. You probably have one. In Javascript we can get keyboard events, but they are completely useless if you are differently-abled, if you try to make an accessible rich internet application or game or if you just have a different keyboard layout.
The problem of lighting 3D scenes in hardware accelerated rasterized rendering is really hard to solve. There are no 100% solutions, and what seems perfectly obvious to the uninitiated (light just bounces around) is extremely hard to do in practise. The following blog post is about one such method that I wanted to try out for a long time.