About Me

Name: Paul Brunt
Age: Not 30 Yet!
Occupation: Web Developer
Education: Physics BSc
Interests: Programming, CG,
Animation, Maths,
Tech Stuff

SVG Flip

I decided to see what SVG was capable of so I set about creating a page turning document.

Read More..

  • SVG Flip
  • Berts Breakdown
  • New Website!
  • Blender Game Test

Archive for the ‘Programing’ Category

WebGL: Fog in GLGE

I’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.

Try the live fog demo

WebGL:Picking in GLGE

Another 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 :-( I’ve still got to do some optimization, but it’s reasonable performance at the moment. Hopefully, I’ll be able to use the object culling I’m planing for the scene to speed up the picking as well

see the latest demo over at GLGE

Demo Video Below:

WebGL:Shadows in GLGE

I’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.  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

WebGL Update: Coloured point source lights

Just 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.