WebGL Deferred Irradiance Volumes

Aug. 25, 2012
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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.

CSS Shaders, W3C, Microsoft and Broken Standards

Aug. 22, 2012
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Right now the W3C is discussing CSS shader standardization on their mailing lists. Microsoft has voiced their opinion and things are about to get very strange indeed.

WebGL rendering of solid trails

Aug. 05, 2012
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If you need to render trails you can use particles. These give nice puffy effect. At other times you'd like to have a more well defined line (like say for missile trails). The following post shows one technique render trails with a single triangle strip optimized not to use too many triangles and does not lead to the puffy look of particles.

Oculus Rift

Aug. 03, 2012
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There's a new device being kickstartered by Oculus VR and it's called Oculus Rift. It is virtual reality headset done right. I am really interested in this project, and I decided to back it with $300 and have a shot at getting a dev kit for it. Read on for why I find it so exciting.

Easy wireframe display with barycentric coordinates

Aug. 02, 2012
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Sometimes it's required to display a wireframe of your model. The following post looks into how to do that in a flexible way.

WebGL Extensioneer - Easier WebGL Extensions

Jul. 31, 2012
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Handling WebGL extensions is a big of a headache becuse of vendor prefixes, which the Khronos WebGL working group choose to conflate with the meaning of experimental (draft) extensions. In order to solve this problem I've written a small library to get rid of the need to use vendor extension names, yet be able to specify if you want draft extensions as well.

WebGL Statistics and the state of WebGL/HTML5

Apr. 25, 2012
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In two previous posts I examined capabilities of WebGL and the challenges for WebGL/HTML5 as a game app platform. It has been 8 months since the last writeup, and a lot has happend. Browsers have introduced new capabilities and I have written a site to collect WebGL statistics. The following post will look at what's changed, and what conclusions we can draw from the statistics.

RequireJS for WebGL and Coffeescript

Feb. 19, 2012
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I have been writing a bunch of WebGL code over the last year, and I got a bit into Coffeescript. What has always bothered me is how messy it is to create structured applications. A major part of that is that JS has no module system. The following post presents a way to deal with the issue.