I assume the answer is “no” from my testing but I thought I’d make sure. I’m trying to draw / copy the contents from a WebGL canvas to a 2d canvas every frame and I want to know if I should wait until the WebGL context is finished drawing (which I can use gl.fenceSync to check) before calling it or
Tag: webgl
Multiple passes render to separate textures
I am using the render to texture method for creating a multi shader program. And for various reasons. I need to first render a model to a texture with one shader program. Then render it again with a different shader program into a different texture. Then I have one final post processing shader that combines the results of the two.
Vue JS – How do I get WebGL to render via Vue without disappearing?
Question I’m trying to use Vue JS to display some very simple WebGL. I use a Vue method call inside my canvas element to start the function that renders the WebGL. It all works fine, except that the rendered image flashes on the screen in a flash, then disappears. The image is a simple triangle that’s supposed to just sit
webgl trying to draw a triangle
I have been trying to draw a triangle but it is not showing up on the canvas here is my draw function code: here is the whole work: Answer There are some issues: The properties gl.viewportWidth and gl.viewportHeight are never set: In the array of vertex coordinates is a , instead of a . And there is a typo ,
Phong and Gouraud Shading WebGL
I read that that in Gouraud Shading, the color for the fragment is computed in the Vertex Shader. Whereas, in Phong Shading, the color for the fragment is computed in the Fragment Shader. In this implementation , which of these are we using ? I did not understand exactly the difference between them. Could anyone help me ? Thanks Answer
WebGL – cannot reader property createShader of null
I am following a book called professional WebGL, I am hand writing stuff making sure of my understanding, I have this code: for some reason, it says that it can’t read property null for createShader here: shader = gl.createShader(gl.VERTEX_SHADER); But it doesn’t complain at all for the same declaration but with the fragment shader. Answer Slightly changed version. gl.celar was
WebGL: get error/warning message text as a string
When an error occurs within WebGL, a warning message is usually displayed in the browser’s console. For example, trying to create a texture which is too big: Chrome and Safari display this warning message in the console: Firefox displays this warning message: How can I programmatically obtain this message from WebGL? I’m looking for something like gl.getErrorMessage() which would return