Where communities thrive


  • Join over 1.5M+ people
  • Join over 100K+ communities
  • Free without limits
  • Create your own community
People
Repo info
Activity
  • May 27 14:55
    inglesuniversal commented #95
  • Nov 21 2021 05:07
    inglesuniversal edited #95
  • Nov 21 2021 05:07
    inglesuniversal edited #95
  • Nov 21 2021 05:06
    inglesuniversal opened #95
  • Mar 28 2021 15:53

    PixelsCommander on v2

    Basic mouse support, full suppo… (compare)

  • Mar 28 2021 14:31

    PixelsCommander on v2

    Switches to rollup, adds produc… (compare)

  • Mar 28 2021 11:02

    PixelsCommander on v2

    Removes flickering, adds simple… (compare)

  • Mar 28 2021 09:51

    PixelsCommander on v2

    Fixes sci-fi demo error (compare)

  • Mar 09 2021 12:48

    PixelsCommander on v2

    Switch to sci-fi movies in demo (compare)

  • Feb 18 2021 20:52

    PixelsCommander on v2

    Transparentize as attribute (compare)

  • Feb 16 2021 19:34

    PixelsCommander on v2

    Avoids blinking by delaying hid… (compare)

  • Feb 16 2021 18:52

    PixelsCommander on v2

    Adds nested content demo, onhov… (compare)

  • Feb 06 2021 11:44

    PixelsCommander on v2

    Removes blinking when switching… (compare)

  • Feb 02 2021 20:36

    PixelsCommander on v2

    Nested content bounding box cal… (compare)

  • Feb 02 2021 19:43

    PixelsCommander on v2

    Adding / removing shaders with … (compare)

  • Jan 31 2021 14:47

    PixelsCommander on v2

    Version 2 progress after a long… (compare)

  • Feb 26 2020 14:37
    Zireael07 opened #94
  • Dec 07 2019 13:23
    adam-cyclones commented #93
  • Oct 03 2019 22:23
    innerop commented #93
  • Apr 10 2019 21:13
    yurist38 edited #93
Jacob Bogers
@jacobbogers
HI
I have a slow framerate problem
i am using canvas
fillStyle and fillRect
Denis Radin
@PixelsCommander
60 FPS for me
@jacobbogers could be dependant on canvas size
smaller size means less pixels to draw
this is not a topic for HTML GL chat to be honest since your project do nothing with it
feel free to ping me in skype of email
Jacob Bogers
@jacobbogers
@PixelsCommander , you are right it is not GL, but i am trying to get my bearings and orient on next step
what I found out is that, the slowest part in the simulation of game of life is "fillRect" canvas method
I tried using pixijs, but drawing 14k cells on a screen is slow because it has to set up the buffers on the GPU
I am looking for was to accelerate this, by drawing more cells, I want to use this project to learn WebGL
Denis Radin
@PixelsCommander
Basically fillRect is not GPU operation but 2d canvas drawing API and requires a lot of CPU power. I ll shed more light in private chat.
Bruce LANE
@brucelane
hello
Denis Radin
@PixelsCommander
Hi Bruce,
Nice to see you here
Liked the idea of using HTML-GL for shaders broadcasting
Could be way less code than three.js
jacobus-brogly
@jacobus-brogly
hi
I must have missed it, but there was a previous post on how to learn webgl shader stuff
can someone re-post the link, thanks)
Denis Radin
@PixelsCommander
jacobus-brogly
@jacobus-brogly
hi Denis, thanks
I am working via a packt book ,
"beginning webgl for html5" apress publishing (Brian Danchilla)
for a noob like me its really a good book explaining all things from basic
jacobus-brogly
@jacobus-brogly
why is pointsize not working here?
if I put in gl_PointSize = 0.5;
gl.drawArrays(gl.POINTS, 0, 6);
this works though
gl.drawArrays(gl.TRIANGLES, 0, 6);
or
gl.drawArrays(gl.LINES, 0, 6);
any assistance is appreceated
can anyone make it work for points?
thank you
Denis Radin
@PixelsCommander
add gl_PointSize = 10.0; to vertex shader and change draw mode to gl.drawArrays(gl.POINTS, 0, 6); in JS
then if you need them to be round - use fragment shader to discard / blackout pixels which are out of radius
jacobus-brogly
@jacobus-brogly
hi @PixelsCommander
I see in webgl textures are mapped to [0,1]x[0,1] i guess this is regardless of the fact the texture is an exact square or not
I want to create a convolution filter in the code samples I have seen so far they calculate the texel size with highp vec2 texelSize = vec2(1.0, 1.0) / uTexDimensions;
i uTextDimensions being a vec2 attribute with the Texture width and height
jacobus-brogly
@jacobus-brogly
this is the only way??? I can imagine rounding errors in highp (if it is a large pic) me picking up the wrong pixel (texel), is there a way to get pixels from the texture??
jacobus-brogly
@jacobus-brogly
my first webgl shader , calculated the projection matrix myself (using simple optics formula)
jacobus-brogly
@jacobus-brogly
@PixelsCommander thank you for assisting me with previous question,
jacobus-brogly
@jacobus-brogly
hi
i am a bit stuck