Someone told me (sorry I forgot who) they wished they could inspect cookies in Chrome.
Well, I checked and Chrome already has a cookie inspector.

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This post is a continuation of a series of posts about WebGL. The first started with fundamentals and the previous was about scaling 2D geometry. In the last 3 posts we went over how to translate geometry, rotate geometry, and scale geometry. Translation, rotation and scale are each considered a type of ‘transformation’. Each of these transformations required changes to the shader and each of the 3 transformations was order dependent. In our previous example we scaled, then rotated, the translated. If we applied those in a different order we’d get a different result. This post is a continuation of a series of posts about WebGL. The first started with fundamentals and the previous was about rotating geometry. Scaling is just as easy as translation. This post is a continuation of a series of posts about WebGL. The first started with fundamentals and the previous was about translating geometry. I’m going to admit right up front I have no idea if how I explain this will make sense but what the heck, might as well try. Before we move on to 3D let’s stick with 2D for a little while longer. Bear with me please. This article might seem exceedingly obvious to some but I’ll build up to a point in a few articles. This article is a continuation of a series starting with WebGL Fundamentals. If you haven’t read them I suggest you read at least the first one then come back here. Translation is some fancy math name that basically means “to move” something. I suppose moving a sentence from English to Japanese fits as well but in this case we’re talking about moving geometry. Using the sample code we ended up with in the first post you could easily translate our rectangle just by changing the values passed to setRectangle right? Here’s a sample based on our previous sample. I’ve noticed some OpenGL developers having issues with how WebGL treats alpha in the backbuffer (ie, the canvas), so I thought it might be good to go over some of the differences between WebGL and OpenGL related to alpha. This article is a continuation of WebGL Image Processing. If you haven’t read that I suggest you start there. The next most obvious question for image processing is how do apply multiple effects? Most people get used to one and hate the other. I hate both. Image processing is easy in WebGL. How easy? Read below. WebGL makes it possible to display amazing realtime 3D graphics in your browser but what many people don’t know is that WebGL is actually a 2D API, not a 3D API. Let me explain. |
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Everything here is © me except those things which are not. |
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