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	<title>Paul Brunt &#187; webgl</title>
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	<link>http://www.paulbrunt.co.uk</link>
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		<title>WebGL: Fog in GLGE</title>
		<link>http://www.paulbrunt.co.uk/2010/01/24/webgl-fog-in-glge/</link>
		<comments>http://www.paulbrunt.co.uk/2010/01/24/webgl-fog-in-glge/#comments</comments>
		<pubDate>Sun, 24 Jan 2010 13:56:55 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Blender]]></category>
		<category><![CDATA[Programing]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.paulbrunt.co.uk/?p=337</guid>
		<description><![CDATA[I&#8217;ve finally added the long promised fog. As it was a quick and easy addition, I&#8217;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&#8217;t [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve finally added the long promised fog. As it was a quick and easy addition, I&#8217;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&#8217;t enough hours in the day, but I&#8217;m sure I&#8217;ll get it done soon along with the z-sorting for blending. </p>
<p><a href="http://www.glge.org/fog-now-supported/">Try the live fog demo</a></p>
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		<title>WebGL:Shadows in GLGE</title>
		<link>http://www.paulbrunt.co.uk/2010/01/10/webglshadows-in-glge/</link>
		<comments>http://www.paulbrunt.co.uk/2010/01/10/webglshadows-in-glge/#comments</comments>
		<pubDate>Sun, 10 Jan 2010 12:23:44 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Programing]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.paulbrunt.co.uk/?p=329</guid>
		<description><![CDATA[I&#8217;ve spent the last week getting shadows working in GLGE. It&#8217;s taken way longer then I was expected as rendering a depth map to a texture doesn&#8217;t seem to be working in any browsers and checking out the firefox code it would seem it&#8217;s just not supported there yet.  So I&#8217;ve had to hack it [...]]]></description>
			<content:encoded><![CDATA[<p id="_mcePaste">I&#8217;ve spent the last week getting shadows working in GLGE. It&#8217;s taken way longer then I was expected as rendering a depth map to a texture doesn&#8217;t seem to be working in any browsers and checking out the firefox code it would seem it&#8217;s just not supported there yet.  So I&#8217;ve had to hack it bit, encoding and decoding the depth from the rgb values. It works but it&#8217;s a quite intensive. It also works on firefox but it&#8217;s still slow, hopefully I&#8217;ll be able to figure out why it&#8217;s going so slow at some point</p>
<p id="_mcePaste">In addition this week I&#8217;ve added parsing of color value attributes in the XML so you can now specfy light/material colours using the normal HTML syntax ie &#8220;#ff0000&#8243; &#8220;red&#8221; &#8220;rgb(255,0,0)&#8221;. I also sorted out the ambient lighting properly which until now was just tacked on top.</p>
<p>See the latest demo over at <a href="http://www.glge.org/implemented_shadows/">GLGE.org</a></p>
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		<title>WebGL:GLGE Demo Scene</title>
		<link>http://www.paulbrunt.co.uk/2010/01/02/webglglge-demo-scene/</link>
		<comments>http://www.paulbrunt.co.uk/2010/01/02/webglglge-demo-scene/#comments</comments>
		<pubDate>Sat, 02 Jan 2010 17:29:01 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Blender]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[webgl]]></category>
		<category><![CDATA[blender 3d]]></category>
		<category><![CDATA[glge]]></category>

		<guid isPermaLink="false">http://www.paulbrunt.co.uk/?p=326</guid>
		<description><![CDATA[This week I&#8217;ve taken a bit of a break on the coding. I&#8217;ve now got a website up and running for GLGE as well as officially releasing an alpha:
GLGE Website
I&#8217;ve also spent a few days coming up with a more impressive demo. Please bare in mind I&#8217;m no pro CG artist, just a now and [...]]]></description>
			<content:encoded><![CDATA[<p>This week I&#8217;ve taken a bit of a break on the coding. I&#8217;ve now got a website up and running for GLGE as well as officially releasing an alpha:</p>
<p><a href="http://www.glge.org">GLGE Website</a></p>
<p>I&#8217;ve also spent a few days coming up with a more impressive demo. Please bare in mind I&#8217;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&#8217;s not showing off 100% of the current feature set, some of which I think still needs rewriting and finishing off. But, hopefully it&#8217;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.<span id="more-326"></span></p>
<p>Annoyingly it isn&#8217;t working on firefox (at least not my GFX card) there seems to be a bug where you can only map 4 textures to a shader <img src='http://www.paulbrunt.co.uk/wp-includes/images/smilies/icon_sad.gif' alt=':-(' class='wp-smiley' />  Hopefully, they&#8217;ll get that fixed soon. In the mean time I&#8217;ve tested it on chrome and it runs at an okay frame rate, although I do think it&#8217;s time to get some optimization in there.</p>
<p><a style="font-size: 18px;" href="http://www.glge.org/demo">Play the demo live</a></p>
<p>The Video:(Still trying to figure out how to capture well in linux)<br />
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		<title>WebGL Spotlights and animation</title>
		<link>http://www.paulbrunt.co.uk/2009/12/13/webgl-spotlights-and-animation/</link>
		<comments>http://www.paulbrunt.co.uk/2009/12/13/webgl-spotlights-and-animation/#comments</comments>
		<pubDate>Sun, 13 Dec 2009 17:19:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Blender]]></category>
		<category><![CDATA[webgl]]></category>
		<category><![CDATA[glge]]></category>
		<category><![CDATA[spotlights]]></category>

		<guid isPermaLink="false">http://www.paulbrunt.co.uk/?p=284</guid>
		<description><![CDATA[Another update:
Targets acheived this week:
1) spotlights are now done and dusted
2) made the animation system more generic(the aim is to make everything easy to animate), see the scrolling material layer on the floor of this weeks demo and the movement of the spot lights
3) started writting an XML file format to make things a bit [...]]]></description>
			<content:encoded><![CDATA[<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Another update:</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Targets acheived this week:</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">1) spotlights are now done and dusted</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">2) made the animation system more generic(the aim is to make everything easy to animate), see the scrolling material layer on the floor of this weeks demo and the movement of the spot lights</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">3) started writting an XML file format to make things a bit easier when it comes to handling resources</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">4) fog is on hold until untill I&#8217;ve got round to doing some turrain to demo it <img src='http://www.paulbrunt.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">See the Latest Demo Here</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">(Sorry still now video under linux again)</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">It&#8217;s been a very very busy week I&#8217;ve nearly doubled the size of the library. I looked into importing collada files and I don&#8217;t think</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">It&#8217;s all that practical, for more then basic mesh import. It&#8217;s an excellant generic format but it&#8217;s highly involved and since the whole</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">purpose of the library was to abstract away the complexity I&#8217;ve decided to try and map a very simple XML format directly to the library.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">For example the material for animated floor in the demo is expressed as:</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">&lt;animation_vector id=&#8221;materialanim&#8221; frames=&#8221;40&#8243;&gt;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;"><span style="white-space: pre;"> </span>&lt;animation_curve channel=&#8221;OffsetX&#8221;&gt;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;"><span style="white-space: pre;"> </span>&lt;bez_point&gt;-5.47,0.0,1.0,0.0,8.34,0.0&lt;/bez_point&gt;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;"><span style="white-space: pre;"> </span>&lt;bez_point&gt;12.28,1.0,30.22,1.0,36.84,1.0&lt;/bez_point&gt;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;"><span style="white-space: pre;"> </span>&lt;bez_point&gt;31.16,0.0,40.0,0.0,46.32,0.0&lt;/bez_point&gt;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;"><span style="white-space: pre;"> </span>&lt;/animation_curve&gt;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">&lt;/animation_vector&gt;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">&lt;material id=&#8221;material&#8221; emit=&#8221;0.2&#8243;&gt;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;"><span style="white-space: pre;"> </span>&lt;texture id=&#8221;texture1&#8243; src=&#8221;grass.jpg&#8221; /&gt;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;"><span style="white-space: pre;"> </span>&lt;texture id=&#8221;texture2&#8243; src=&#8221;mask1.jpg&#8221; /&gt;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;"><span style="white-space: pre;"> </span>&lt;texture id=&#8221;texture3&#8243; src=&#8221;dirt.jpg&#8221; /&gt;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;"><span style="white-space: pre;"> </span>&lt;material_layer texture=&#8221;#texture1&#8243; frame_rate=&#8221;5&#8243; animation=&#8221;#materialanim&#8221; mapinput=&#8221;UV1&#8243; mapto=&#8221;M_COLOR&#8221; scale_x=&#8221;5&#8243; scale_y=&#8221;5&#8243; /&gt;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;"><span style="white-space: pre;"> </span>&lt;material_layer texture=&#8221;#texture2&#8243; mapinput=&#8221;UV1&#8243; mapto=&#8221;M_MSKR&#8221; scale_x=&#8221;1&#8243; scale_y=&#8221;1&#8243; /&gt;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;"><span style="white-space: pre;"> </span>&lt;material_layer texture=&#8221;#texture3&#8243; mapinput=&#8221;UV1&#8243; mapto=&#8221;M_COLOR&#8221; scale_x=&#8221;5&#8243; scale_y=&#8221;5&#8243; /&gt;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">&lt;/material&gt;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">I&#8217;m starting to think it&#8217;s nearly time to release(at least as an alpha, since the api is still changing on a daily basis). I&#8217;ve been looking into github(many thanks to Giles Thomas for pointing me that way). Any other suggestions out there?</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Github does seem to be the best I&#8217;ve checkout so far. I&#8217;ve put up some preliminary documentation for anybody intrested Initially docs</div>
<p>Targets acheived this week:</p>
<p>1) Spotlights are now done and dusted</p>
<p>2) Made the animation system more generic (the aim is to make everything easy to animate), see the scrolling material layer on the floor of this weeks demo and the movement of the spot lights</p>
<p>3) Started writting an XML file format to make things a bit easier when it comes to handling resources</p>
<p>4) Fog is on hold until untill I&#8217;ve got round to doing some terrain to demo it <img src='http://www.paulbrunt.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p><span id="more-284"></span>The latest demo is up, sorry for the insane animated material but I just wanted to do something to demo the animation system.</p>
<p><a href="http://www.paulbrunt.co.uk/webgl/demo3">See the Latest Demo Here</a></p>
<p>(Sorry still no video under linux again)</p>
<p>It&#8217;s been a very very busy week I&#8217;ve nearly doubled the size of the library. I looked into importing collada files and I don&#8217;t think It&#8217;s all that practical, for more then basic mesh import. It&#8217;s an excellant generic format but it&#8217;s highly involved and since the whole purpose of the library was to abstract away the complexity I&#8217;ve decided to try and map a very simple XML format directly to the library. I may still reconsider and start a collada import but it will be some time off.</p>
<p>I&#8217;m starting to think it&#8217;s nearly time to release(at least as an alpha, since the api is still changing on a daily basis). I&#8217;ve been looking into github(many thanks to <a href="http://learningwebgl.com">Giles Thomas</a> for pointing me that way). Any other suggestions out there? Github does seem to be the best I&#8217;ve checkout so far. I&#8217;ve also put up some <a href="http://www.paulbrunt.co.uk/webgl/jsdoc/">preliminary documentation</a> for anybody intrested.</p>
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