Webgl example

Author: q | 2025-04-24

★★★★☆ (4.5 / 3516 reviews)

google ebooks

WebGL constants; WebGL types; WebGL model view projection; WebGL best practices; WebGL by example; A basic 2D WebGL animation example; Compressed texture Code examples that accompany the MDN WebGL documentation - mdn/webgl-examples

opera gx themes

Lorti/webgl-examples: WebGL Examples - GitHub

WebGL-Publisher is used for publishing geometric data in a 3D environment for the Web. It uses the WebGL-Standard which is supported by various browsers on different platforms and operating systems. WebGL-Publisher can import different geometry formats. This geometry can be modified in its appearance by changing colors or transparency, adding textures or applying pre-defined shaders to it. Afterwards the geometry can be exported into a html representation and published in the Web without additional costs. WebGL-Publisher is based the core libraries of CADMAI (which is a relational 3D CAD system). Although it includes the complete functionality of a 3D CAD system, it hides the complexity of CAD from the user and thus is very easy to use. An export to the web representation for example can be performed with only 3 mouse clicks. WebGL-Publisher can be used under Windows XP, Windows 7/8/10 and is available as an online download only. To publish 3D data to the Web the following steps must be performed: Import the geometric data into the WebGL-Publisher application Apply color/texture/shaders/urls to the geometry Optionally save it to a WebGL-Publisher project file Export it into the WebGL-Publisher format The user must define a target directory where the export should be written to. The export itself creates a wpm file (WebGL-Publisher Model) and a html file which displays the exported model. In addition to that all needed textures and JavaScript libraries are copied to the target directory. The generated html file can then be opened directly in a WebGL WebGL constants; WebGL types; WebGL model view projection; WebGL best practices; WebGL by example; A basic 2D WebGL animation example; Compressed texture Debugging and trouble shooting WebGL buildsWebGL is an API for rendering graphics in web browsers, which is based on the functionality of the OpenGL ES graphics library. WebGL 1.0 roughly matches OpenGL ES 2.0 functionality, and WebGL 2.0 roughly matches OpenGL ES 3.0 functionality.Deferred RenderingUnity WebGL only supports Deferred Rendering Path if WebGL2.0 is available. On WebGL1.0, Unity WebGL runtime will fallback to Forward Rendering.Global IlluminationUnity WebGL only supports baked GI. Realtime GI is not currently supported in WebGL. Furthermore, only Non-Directional lightmaps are supported.Procedural MaterialsUnity WebGL does not support Procedural Materials at runtime. Like on other unsupported platforms, Procedural Materials will be baked into ordinary Materials during the build.Linear RenderingWebGL does not support linear color space rendering.MovieTexturesWebGL does not support playing Video using the MovieTexture class. However, you can efficiently play back video in your WebGL content using the HTML5 video element. Download this Asset Store package for an example of how to do so.WebGL Shader code restrictionsThe WebGL 1.0 specification imposes some limitations on GLSLS shader code, which are more restricted then what many OpenGL ES 2.0 implementations allow. This is mostly relevant when you write your own shaders.Specifically, WebGL has restriction on which values can be used to index arrays or matrices: WebGL only allows dynamic indexing with constant expressions, loop indices or a combination. The only exception is for uniform access in vertex shaders, which can be indexed using any expression.Also, restrictions apply on control structures. The only type of loops which are allowed are counting for loops, where the initializer initializes a variable to a constant, the update adds a constant to or subtracts a constant from the variable, and the continuation test compares the variable to a constant. for loops which don’t match those criteria and while loops are not allowed.Font renderingUnity WebGL supports dynamic font rendering like all Unity platforms. However, it does not have access to the fonts installed on the user’s machine, so any fonts used must be included in the project folder (including any fallback fonts for international characters, or bold/italic versions of fonts), and set up as fallback font names.Anti-AliasingWebGL supports anti-aliasing on most (but not on all) combinations of browsers and GPUs. To use it, anti-aliasing must be enabled in the default Quality Setting for the WebGL platform. Switching quality settings at runtime will not enabled or disable anti-aliasing - it has to be set up in the

Comments

User3711

WebGL-Publisher is used for publishing geometric data in a 3D environment for the Web. It uses the WebGL-Standard which is supported by various browsers on different platforms and operating systems. WebGL-Publisher can import different geometry formats. This geometry can be modified in its appearance by changing colors or transparency, adding textures or applying pre-defined shaders to it. Afterwards the geometry can be exported into a html representation and published in the Web without additional costs. WebGL-Publisher is based the core libraries of CADMAI (which is a relational 3D CAD system). Although it includes the complete functionality of a 3D CAD system, it hides the complexity of CAD from the user and thus is very easy to use. An export to the web representation for example can be performed with only 3 mouse clicks. WebGL-Publisher can be used under Windows XP, Windows 7/8/10 and is available as an online download only. To publish 3D data to the Web the following steps must be performed: Import the geometric data into the WebGL-Publisher application Apply color/texture/shaders/urls to the geometry Optionally save it to a WebGL-Publisher project file Export it into the WebGL-Publisher format The user must define a target directory where the export should be written to. The export itself creates a wpm file (WebGL-Publisher Model) and a html file which displays the exported model. In addition to that all needed textures and JavaScript libraries are copied to the target directory. The generated html file can then be opened directly in a WebGL

2025-04-16
User1073

Debugging and trouble shooting WebGL buildsWebGL is an API for rendering graphics in web browsers, which is based on the functionality of the OpenGL ES graphics library. WebGL 1.0 roughly matches OpenGL ES 2.0 functionality, and WebGL 2.0 roughly matches OpenGL ES 3.0 functionality.Deferred RenderingUnity WebGL only supports Deferred Rendering Path if WebGL2.0 is available. On WebGL1.0, Unity WebGL runtime will fallback to Forward Rendering.Global IlluminationUnity WebGL only supports baked GI. Realtime GI is not currently supported in WebGL. Furthermore, only Non-Directional lightmaps are supported.Procedural MaterialsUnity WebGL does not support Procedural Materials at runtime. Like on other unsupported platforms, Procedural Materials will be baked into ordinary Materials during the build.Linear RenderingWebGL does not support linear color space rendering.MovieTexturesWebGL does not support playing Video using the MovieTexture class. However, you can efficiently play back video in your WebGL content using the HTML5 video element. Download this Asset Store package for an example of how to do so.WebGL Shader code restrictionsThe WebGL 1.0 specification imposes some limitations on GLSLS shader code, which are more restricted then what many OpenGL ES 2.0 implementations allow. This is mostly relevant when you write your own shaders.Specifically, WebGL has restriction on which values can be used to index arrays or matrices: WebGL only allows dynamic indexing with constant expressions, loop indices or a combination. The only exception is for uniform access in vertex shaders, which can be indexed using any expression.Also, restrictions apply on control structures. The only type of loops which are allowed are counting for loops, where the initializer initializes a variable to a constant, the update adds a constant to or subtracts a constant from the variable, and the continuation test compares the variable to a constant. for loops which don’t match those criteria and while loops are not allowed.Font renderingUnity WebGL supports dynamic font rendering like all Unity platforms. However, it does not have access to the fonts installed on the user’s machine, so any fonts used must be included in the project folder (including any fallback fonts for international characters, or bold/italic versions of fonts), and set up as fallback font names.Anti-AliasingWebGL supports anti-aliasing on most (but not on all) combinations of browsers and GPUs. To use it, anti-aliasing must be enabled in the default Quality Setting for the WebGL platform. Switching quality settings at runtime will not enabled or disable anti-aliasing - it has to be set up in the

2025-03-28
User4468

Physics simulation return data * 2; // Example calculation}Invoke the Worker from the Main Thread: In your main WebGL script, you can invoke the Web Worker and pass data to it.const worker = new Worker('worker.js');worker.postMessage(100); // Send data to the workerworker.onmessage = function(event) { const result = event.data; console.log('Result from worker:', result);};By using Web Workers, you can offload complex computations and keep your WebGL application responsive, even when performing heavy calculations.11. Monitor and Debug WebGL PerformanceOptimization doesn’t stop once your application is built. Continuous monitoring and debugging are essential to ensure that your WebGL project maintains high performance, especially as you add new features or assets. Several tools and techniques can help you monitor performance in real-time and identify potential bottlenecks.WebGL Debugging Tools:Chrome DevTools: The Performance panel in Chrome DevTools allows you to capture and analyze frame rates, memory usage, and CPU/GPU activity. You can see how long each frame takes to render and identify potential issues such as high draw calls or inefficient shaders.Firefox Performance Tools: Firefox offers similar tools to profile WebGL applications, allowing you to track frame rates, memory usage, and WebGL draw calls.Three.js Inspector: If you’re working with Three.js, the Three.js Inspector Chrome extension is a valuable tool for debugging your scene. It lets you visualize the scene graph, inspect materials and shaders, and monitor performance metrics specific to your Three.js project.Profiling and Identifying Bottlenecks:When using these tools, focus on key performance metrics such as:Frame Rate: The ideal frame rate is 60 FPS for smooth interactions,

2025-04-24
User3635

Includes several bug fixes with WebGL CopperCube 2.2 released. Adds new materials (fake reflections), a wireframe mode, support for setting, manipulating and reading variables via actions, and lots of minor improvements and bug fixes. CopperCube 2.0 released. Adds undo and redo to the editor, support for game AI behaviors (for example for creating enemies for games), shooting, timer and other behaviors and actions, update to the latest WebGL specification and a lot more. CopperCube 1.4.1 released. Adds support for character animation in the WebGL target and various other small improvements. CopperCube 1.4.0 released. Includes support for Mac OS X (also on Windows), adds support for 3D Studio Max .ase, Stanford Polygon Lib .ply, AutoCAD .dxf and Truespace .cob and .scn files, improves COLLADA .dae, Lightwave .lwo and 3D Studio .3ds importers. Also, gives the possibility to use own prefabs and adds various other improvements. CopperCube Beta for Mac released. The first beta version of CopperCube for Mac has been released. This version runs on Mac OS X 10.4 and later (intel only) but may contain bugs and errors. CopperCube 1.2.2 released. Added 'On Cursor moved over do something' behavior, multiple sky box support for flash, 'create plane' now with texture repeat option, collision detection for WebGL target, tooltips on texture displays and various bug fixes. CopperCube 1.2.1 released. Fixed WebGL target for MacOSX and a bug with the flash target. CopperCube 1.2.0 released. Added support for WebGL and JavaScript, using CopperLicht. CopperCube 1.1.3 released. Adds the option to open .ccb files with a click in the windows explorer and an .irr scene exporter. CopperCube 1.1.2 released. Adds 2D overlays (to show 2D images, buttons, text displays and similar), transparent background rendering (wmode=transparent), new actions, and more. CopperCube 1.1.0 released. Adds realtime 3D character animation. CopperCube 1.0.6 released. Includes the new Event/Action system and Flash Player 10 3D capabilities.

2025-04-04
User1960

Apps. other, smaller new features: When scripting and using the function ccbSetSceneNodeProperty(), it is now also possible to set a color using its RGB values, for example by ccbSetSceneNodeProperty(s, "Color", 255, 128, 0); It is now possible to change the background color of the scene using scripting. Use 'BackgroundColor' of the root object for this. It is now possible to change the fog color of the scene using scripting. Use 'FogColor' of the root object for this. WebGL client now again shows details of errors if a specific file could not be loaded. Fixed a bug in the extension script action ('do something later') which wouldn't work sometimes on some operating systems. Redownload that script if you discover this problem. Fixed a bug causing the cloning of octree triangle selectors not to work anymore when compressed source using Google's closure was used. Fixed a bug causing automatically generated directional light getting invalid unique ids assigned by default. Added translations: Farsi Hindi Chinese Polish Czech CopperCube 5.4 released This is a free update for all existing users, download it here. New in this update: Heightmap import support for terrain If you want to sculpt your 3D world terrain with another software, you can do this now, too. Coppercube now is able to import terrain heightmaps of the formats .raw, .r16, .r32, .png, .tga and .pgm. It also has the option to automatically apply textures to imported terrain and distribute grass onto it. Integrated Texture Packer CopperCube now has an integrated texture packer. This is useful if you are using 3D models (for example downloaded from the web) which weren't optimized for games. Most of 3D models available online have lots of textures applied to them, which slows down your game while rendering. You can now simply right-click such a model in your game, and select "Modify -> Pack all textures of selection into one". This will optimize your 3d model and make it render much faster. Much smaller, compressed files for WebGL CopperCube now generates up to -80% smaller files for WebGL (depending on content). Files are now compressed, causing WebGL websites to download and start much quicker. This feature is optional and can be turned off in the publishing settings. Much smoother first person shooter style camera The first person shooter camera now has a new property named 'movement smoothing', which when turned on causes the movement of the player to be much softer, even on very slow systems. This is nice especially for mobile apps and the WebGL target, but movement also on the Windows and Mac OS X apps feels now much more natural, when turned on. Full web page WebGL support There is now an option in

2025-03-29
User7799

There is now a command to save the texture as file to disk. It's possible to use the mouse wheel in the prefabs window Removed feature: It is no longer possible to target Flash players older than version 11 When switching the perspective, orthogonal views now place the camera more nicely. The path tool new works a bit nicer when adding new path nodes. Lots of updates to the documentation. CopperCube 4.5.1 released This is a small bug fix release, download it here: Fixed a bug causing mouse and key events not to work on the root scene node in WebGL, Flash and Android CopperCube 4.5 released CopperCube has just been released in version 4.5. It is a free update, you can download it from the download page. New features are: Oculus Rift support WebGL and Flash fullscreen mode and mouse pointer locking Touch events for WebGL New internal key and mouse event handling system (much more responsive now) CopperCube Oculus Rift support being tested Additionally, there is a new online demo available, showing the fullscreen and mouse locking in action. You can run it as WebGL and Flash or version directly from this website, using this link. The demo looks like this: Screenhot of the new demo The demo is also available as windows .exe with support for the Oculus Rift, download it here: CopperCube Oculus Rift demo (25 MB) The new Oculus Rift support is basically just an option to enable in the publishing settings of the editor: New option for creating apps with Oculus Rift support Detailed change log for version 4.5: Added support for the Oculus Rift VR device. The professional edition of CopperCube now is able to create apps running with the Oculus Rift, DK1 and probably also newer. Support for this is beta only, but it already works nicely. It only works with the Windows .exe target, though. To use it, simply check the 'Oculus Rift support' checkbox and whereever you are using a first person shooter style camera in your app, the user has full control over it using the Rift. WebGL and Flash fullscreen mode and mouse pointer locking is supported now. This is useful for nice first person shooter cameras, for example. There is a downloadable action for this available from here. But also available as the new JavaScript function ccbSwitchToFullscreen(). Works in Chrome, Firefox and in IE (while only fullscreen is supported in IE) WebGL now supports touch events. Meaning it also works nicely on Firefox and Chrome when using it on a touch screen device. CopperCube now requires minimum Flash Player 11.2 when publishing as hardware accelerated Flash app. (Because that version introduced the now supported mouse pointer locking)

2025-04-17

Add Comment