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
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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 rotating geometry. Scaling is just as easy as 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 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 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 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 I gave a talk at Google I/O 2011 on WebGL Techniques and Performance. If that sounds interesting to you then check it out. Answers to some of the questions from the Moderator So for the last month or so I’ve been working on some WebGL samples. Today they finally went public. Here they are: |
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