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  • Nov 21 05:07
    inglesuniversal edited #95
  • Nov 21 05:07
    inglesuniversal edited #95
  • Nov 21 05:06
    inglesuniversal opened #95
  • Mar 28 15:53

    PixelsCommander on v2

    Basic mouse support, full suppo… (compare)

  • Mar 28 14:31

    PixelsCommander on v2

    Switches to rollup, adds produc… (compare)

  • Mar 28 11:02

    PixelsCommander on v2

    Removes flickering, adds simple… (compare)

  • Mar 28 09:51

    PixelsCommander on v2

    Fixes sci-fi demo error (compare)

  • Mar 09 12:48

    PixelsCommander on v2

    Switch to sci-fi movies in demo (compare)

  • Feb 18 20:52

    PixelsCommander on v2

    Transparentize as attribute (compare)

  • Feb 16 19:34

    PixelsCommander on v2

    Avoids blinking by delaying hid… (compare)

  • Feb 16 18:52

    PixelsCommander on v2

    Adds nested content demo, onhov… (compare)

  • Feb 06 11:44

    PixelsCommander on v2

    Removes blinking when switching… (compare)

  • Feb 02 20:36

    PixelsCommander on v2

    Nested content bounding box cal… (compare)

  • Feb 02 19:43

    PixelsCommander on v2

    Adding / removing shaders with … (compare)

  • Jan 31 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
  • Apr 10 2019 21:12
    yurist38 opened #93
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/
neodev2
@neodev2
Is it possible to create curved UI? I cannot find any example about this
Render a transparent html page as texture on a mesh would be amazing
Denis Radin
@PixelsCommander
@neodev2 sorry for delay,
not possible without changing a library so far
but can bi fixed quickly
show me your case I ll make sure it is covered
Thomas Newlands
@thnewlands
hi -- how easy is it to start writing custom shaders for HTML-GL elements?
I noticed a lot of the effects are based on pixijs
as filters
Denis Radin
@PixelsCommander
Hey Thomas, I am currently on pushing the version 2 to the live it is going to be as easy as element.setAttribute('shader', shaderText)
Denis Radin
@PixelsCommander
with v1 it can be done with yourHTMLnode.sprite used as a Pixi sprite
but it is a bit more manual work
Curious. What kind of shader you are going to use it for?
Thomas Newlands
@thnewlands
I'm hoping to come up with a feedback driven shader! I'm in a net art class and trying to come up with unconventional ways to render the browser.
Right now I'm using html2canvas and threejs.
It's not a perfect solution (especially for third party hosted content) but it feels like progress.
I'd like to try a simple layering effect w/ elements rendering over one another. Closer to a naive motion blur.
I just need to figure out how to make a back buffer. It seems straightforward enough in threejs.
Thomas Newlands
@thnewlands
(tnx for the response!)
Jacob Bogers
@Jacob_Bogers_twitter
hi
Jacob Bogers
@Jacob_Bogers_twitter
gl_PointSize = 1000.0;
what is the effect of this value?
Jacob Bogers
@Jacob_Bogers_twitter
This gitter looks dead