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WebGL 3D Cameras

This post is a continuation of a series of posts about WebGL. The first started with fundamentals and the previous was about 3D perspective projection. If you haven’t read those please view them first.

In the last post we had to move the F in front of the frustum because the makePerspective fucntion expects

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WebGL 3D Perspective

This post is a continuation of a series of posts about WebGL. The first started with fundamentals and the previous was about 3D Basics. If you haven’t read those please view them first.

In the last post we went over how to do 3D but that 3D didn’t have any perspective. It was using

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WebGL: 2D vs 3D Libraries

This post is a kind of side topic on a series of posts about WebGL. The first started with fundamentals

I’m writing this because my claim that WebGL is a 2D API and not a 3D API touches a nerve with some people. I’m not sure why they feel threatened or whatever it is that

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WebGL: How It Works

This is a continuation from WebGL Fundamentals. Before we continue I think we need to discuss at a basic level what WebGL and your GPU actually do. There are basically 2 parts to this GPU thing. The first part processes vertices (or streams of data) into clipspace vertices. The second part draws pixels based

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WebGL Boilerplate

This is a continuation from WebGL Fundamentals. WebGL sometimes appears complicated to learn because most lessons go over everything all at once. I’ll try to avoid that where possible and break it down into smaller pieces.

One of things that makes WebGL seem complicated is that you have these 2 tiny functions, a vertex

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Let's Debate Coding Style

This might be somewhat of rant but what the hell. Let’s discuss coding style. We each probably have our personal preferences. Tabs, Spaces, 2 spaces, 3 spaces, 4 spaces, tabs set to 4, braces on lines by themselves or not, etc, etc. Until I started working at my present company I’ve never in 25 years

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WebGL 3D - Part 1, Orthographic 3D

This post is a continuation of a series of posts about WebGL. The first started with fundamentals and the previous was about 2D matrices. If you haven’t read those please view them first.

In the last post we went over how 2d matrices worked. We talked about translation, rotation, scaling, and even projecting from

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HTML5 ByteBeat

My friend Danny introduced me to Bytebeat music. There’s a great introduction here. The short version of it is you write a function that given only ‘t’ as input produces

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Inspecting Cookies in Chrome

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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WebGL 2D – Moving Things Around – Part 4: Matrix Magic

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

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