This is some portion of the code ( the code is too long to fit ) so I will put these part where I’m curious about why it didnt draw a square but still a triangle? I know that I used gl.Triangle but I want to try using gl.Triangle to draw a square which I’m not sure which part of
Tag: webgl
readPixels from WebGL2RenderContext returns only black pixels
So there is a game online that uses WebGL2 and WebAssembly. My goal is to interact with the game by script. It uses pointers internally which makes it hard to read data from the game data. That’s why I decided to go over the UI using the WebGL context. I’m very new to WebGL, graphics and rendering in general and
How to implement rolling a ball on a sphere in terms of matrices?
Target: It is necessary to create two spheres, one of which can be rolled over the surface of the other with the mouse, and implement a camera that can be moved around these balls using the keyboard. Implementation: I started a matrix that stores the current state of the rotation of the rolling ball. When the user drags, I get
WebGL – Black Canvas and console errors with Three.JS and Blazor
I’ve created a blazor web assembly project and am trying to use the JSInterop to use Three.JS to draw a line, following their tutorial’s located Here. I’ve installed Three.JS using npm and webpack with a prebuild event in my csproj file. The issue is that the canvas renders as black, with nothing else, while the console shows several errors. Any
Three.js webglrenderer.render issue
I’m developing a site with three.js and Nuxt.js. When i try to use the EffectComposer, the console give me a lot of warnings like this: three.webglrenderer.render(): the rendertarget argument has been removed. use .setrendertarget() instead. In my case, I understand that it’s an issue with the newest versions of three.js, because if I use an earlier version of three.js(101) it’s
Can I read single pixel value from WebGL depth texture in JavaScript?
In short I would like to read a single pixel value from a WebGL 2 depth texture in JavaScript. Is this at all possible? The scenario I am rendering a scene in WebGL 2. The renderer is given a depth texture to which it writes the depth buffer. This depth texture is used in post processing shaders and the like,
How to ‘unbunch’ (co)sine waves in a 2D context?
For reference, here’s a jsfiddle I’m using to test stuff: https://jsfiddle.net/roomyrooms/7L1n02fs/57/ And here’s a gif demonstrating my issue: https://i.gyazo.com/a18e7fe19b76a93655a2cc89f166dd61.mp4 And my fragment code: Basically, I’ve discovered how to reduce the speed of time in WebGl/in trig funcs, as well as decrease their amplitude. What I’m not sure how to do, however, is ‘capture’ a specific part of the wave function
Using mat4 attribute in WebGL2
I am trying to pass a 4×4 matrix as an attribute to WebGL2 vertex shader. After following closely this SO answer, I am stuck with wrapping my head around why I can’t successfully render and get a glDrawArrays: attempt to access out of range vertices in attribute 0 error in my console. It is my understanding that mat4 is represented
WebGL render loop performance
I’ve just started learning WebGL. I am rendering multiple spheres but I’m not sure about the “bindBuffer” and “bufferData” calls inside the render loops. I can render a single sphere with 2 million vertices no problem. But once I try to render 3 spheres with 100k vertices each (300k total, 85% less vertices), the performance starts to go down. I
How do I Get Copy of Webgl Texture
I have a webgl texture and I store this texture in a javascript variable I want to keep a copy of this texture (texture1) in another variable, not instance. For example for javascript arrays, thanks to the slice function, we can keep a copy of arrays in a variable. How do I do this for webgl textures? Answer There is