Painted skyOkay so it’s been ages since I last posed anything up on here but since this one was more of a side project then anything else it seems to fit a personal blog a bit better then most other places. I’ve been working on a new GLSL fragment shader to see what I could achieve(now I know what I’m doing) | ||
WebGL: Fog in GLGEI’ve finally added the long promised fog. As it was a quick and easy addition, I’ve also done a lot of optimisations including replacing Sylvester with GLGE optimised math functions. Guesstimate is that performance gains this week are ~20%. I was hoping to add some frustum culling of objects as well but there just aren’t enough hours in the day, but I’m sure I’ll get it done soon along with the z-sorting for blending. | ||
WebGL:Picking in GLGEAnother week past and I’ve been busy adding picking to the list of GLGE’s features. This turned out to be more challanging then I had first thought, mainly due to hours trying to find a stupid mistake I made early on see the latest demo over at GLGE Demo Video Below: | ||
WebGL:Shadows in GLGEI’ve spent the last week getting shadows working in GLGE. It’s taken way longer then I was expected as rendering a depth map to a texture doesn’t seem to be working in any browsers and checking out the firefox code it would seem it’s just not supported there yet. Â So I’ve had to hack it bit, encoding and decoding the depth from the rgb values. It works but it’s a quite intensive. It also works on firefox but it’s still slow, hopefully I’ll be able to figure out why it’s going so slow at some point In addition this week I’ve added parsing of color value attributes in the XML so you can now specfy light/material colours using the normal HTML syntax ie “#ff0000″ “red” “rgb(255,0,0)”. I also sorted out the ambient lighting properly which until now was just tacked on top. See the latest demo over at GLGE.org | ||
