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  • Nov 21 2021 05:07
    inglesuniversal edited #95
  • Nov 21 2021 05:07
    inglesuniversal edited #95
  • Nov 21 2021 05:06
    inglesuniversal opened #95
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  • 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
  • Apr 10 2019 21:12
    yurist38 opened #93
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
explains mod in Shader
genType mod(genType α, float β) 

genType mod(genType α, genType β)
and genType is ivec, float , whatever
BUT
this works
float r = mod (4.0 , 2.0 );
jacobus-brogly
@jacobus-brogly
this doesn't work
int r = mod (4 , 2 );
why is that?
jacobus-brogly
@jacobus-brogly
 ivec2 p = ivec2(3,4);
    ivec2 r = mod ( p, 2.0 );
jacobus-brogly
@jacobus-brogly
this does work
 vec2 p = vec2(3.0, 4.0);
    vec2 r = mod ( p, 2.0 );
the documentation is worthless why doesnt it specify genType when ivec clearly doesnt work
jacobus-brogly
@jacobus-brogly
hola
is there a website where I can check if my graphic card is webgl 2 compliant?
well I mean my graphic-card/driver/combo
Meai1
@Meai1
So the point of this is to add effects ? I mean regular html works overlaid anyway right?
Denis Radin
@PixelsCommander
@Meai1 no, actually if you use velocity.js from vendor folder actual dom elements are not animated, they stay still so do not consume resources.
Meai1
@Meai1
Denis, what are you talking about? I meant what the general usecase of htmlgl is
Denis Radin
@PixelsCommander
General usecases are 60FPS animations and special effects you can get with GLSL. They were explicitly stated in repository description and article http://pixelscommander.com/web-applications-performance/render-html-css-in-webgl-to-get-highest-performance-possibl/
If you are interested in starting with GLSL you may take a look at this one http://pixelscommander.com/interactive-revolution/glsl-web-components-webgl/