Does anyone have any resources, advice, or examples for dealing with large data sets? I am just digging into this so anything is relevant! But some specific questions, how to stream from a server and render in webgl as things are received (without waiting for the whole file), also any recommendations about file formats / compression
@rreusser nice job! I actually always wondered how one would implement Voronoi in raster passes, and JFA looks very clever
i like the 2D drop shadow application from the blog, very cool
not sure if you can use them with attributes or if you just have to set up strides and offset if you use interleaved data
either way, the benefit of interleaving for large, streamed data is that rather than having a lot of buffers to manage, you can just fill in data in one buffer, set up attributes that all point at the same buffer but with different strides,
and then the only thing you have to do as data is received is change the count and draw as many things as you've received
that's all I meant :) I've never tried it, but I'm pretty sure it's a simple way to stream data, and I've always wanted to try it…
is this a suitable place to ask generic WebGL questions on animating UV values? I don't know what regl means?
https://www.codeply.com/p/D2FhTDBLpD it uses interleaved data. I have since fixed some aspects of UV but I am still not sure I am setting my shader up well it seems to ignore UV values
I'm guessing someone here may be able to help but I don't know what animating UV values means :-(
I found some of my issues were down to not setting up the texture uniform. But very strangely my current code seems to completely ignore the uv values. I guess now haxe supports pure function modules it might be a good language for regl.
well setting the texture uniform location up
currently i have x,y,z,r,g,b,a,u,v array of floats but it seems to ignore the u,v values for each corner. I know position and color work fine in the same buffer but is there a problew using u,v in the same buffer?
After initializing a regl buffer, is there a way to see what data it currently contains, as well as type, etc?
or you can use b.subdata(...) to just initialize it again
last is the fastest option
the same pattern works for textures too
Hello I made this useful piece of code : https://github.com/ClementCariou/Basic-Geometry-Renderer. I'm trying to make a library out of it. I'm thinking about supporting many prop types to simplify its usage. Some kind of magic scope middleware which introspect the parameters of draw commands would be nice but I don't think it's possible.
You can use scoped functions
but maybe i'm not quite understanding what you want