Archive for the ‘javascript’ Category
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:GLGE Demo SceneThis week I’ve taken a bit of a break on the coding. I’ve now got a website up and running for GLGE as well as officially releasing an alpha: I’ve also spent a few days coming up with a more impressive demo. Please bare in mind I’m no pro CG artist, just a now and then amateur, so imagine what could be achieved by the pros in a very short space of time. It’s not showing off 100% of the current feature set, some of which I think still needs rewriting and finishing off. But, hopefully it’ll be enough to change the mind of at least some of the WebGL naysayers, encourage more rapid development and make 2010 the year of 3D on the web. …Read More | ||
WebGL Update: Coloured point source lightsJust a quick update on the the webgl thing. I’ve got lots done of the last week; the textures now support normal maps and masking, so texture splatting can be done with little effort. I’ve also been re-factoring some(read most) of the code, and I’ve got point light sources running. See the Demo. Sorry about the lack of a video this time but I’m developing under linux at the moment and haven’t figured out an effective way to capture yet. Click here to view the second demo Figures crossed I’ll get spot lights going this week and maybe even the start the fog or collada import….so much to do!!! Lets hope I can get a proper alpha release ready before xmas. | ||
