Jump to content

Search the Community

Showing results for tags 'webgl2'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 12 results

  1. The best way to learn is to practice as much as possible. Share your examples here. What browsers WebGL is supported, you can see here: WebGL 1.0: https://caniuse.com/#feat=webgl WebGL 2.0: https://caniuse.com/#feat=webgl2 A brief description of what WebGL is, and references to the specifications: https://www.khronos.org/webgl/ Tutorials: WebGL 1.0 Fundamentals WebGL 2.0 Fundamentals This book is about WebGL 1.0: WebGL Programming Guide Source Code for the book: examples.zip Source Code for the book on JSFiddle: Chapter 02. Your First St
  2. Hi, I am trying to build an trading orderbook heatmap which basically takes all pending orders from a securities and plots it in the form of a heatmap shown below where brighter colors mean more volumes. Canvas 2D implementation has has performance issues given the number of blocks and so I am exploring the idea of using webGL through PIXIJS as I am familiar with Canvas 2D APIs. Would like to know which tools should I start experimenting with. I understand you may not have a definite set but a menu of tools to choose and experiment with for best performance). Use case is to efficientl
  3. I need to use some of the features of webgl2.0 (http://doc.babylonjs.com/features/webgl2) in some businesses,such as deferred shadding. but it says "In Babylon.js, our first use of this technique is to render a geometry buffer of the scene." in the document#Multiple Render Target. I still don't know how I should code,can I just use API from https://developer.mozilla.org/zh-CN/docs/Web/API/WebGL2RenderingContext/drawBuffers ??? I would like to have a documentation to help me ! thannnnnnnks
  4. Hi, have issue on Samsung Galaxy 6s phone chrome browser with android 7.0 and webgl 2.0 (works good on webgl 1.0). I have spotlight above mesh and looks like intensity of it is too high, as mesh is almost white (especially if camera is looking on it down from top). Mesh have PBRMetal material, trying to debug shader code, so maybe anyone have any clues what to check first ? Thanks for any input
  5. Hello ! As I'm currently playing with some unsigned integer textures, I would love to see BabylonJS support them. I'll do a PR as soon as possible, adding some (all ?) constants about internal formats (for instance Engine.TEXTUREFORMAT_RGBA_INTEGER) and texture types (for instance Engine.TEXTURETYPE_UNSIGNED_SHORT), and updating the function to retrieve the internal sized format in order to be able to return new values as gl.RGBA16UI. Does it seem ok for you ? Moreover, we're still using Engine.TEXTURETYPE_UNSIGNED_INT to refer to both gl.UNSIGNED_INT (only available for depth
  6. Hello ! As WebGL2 comes with new texture formats, I decided to play a bit with them, and it seems to work well in pure WebGL2: https://playground.babylonjs.com/#RBQYSP (If it prints red, that means the RGB texture did work 🙂) I saw texture format has been added to createRenderTargetTexture function so I wanted to try it out. But whatever I do, I never achieve to create a RGB Render Target Texture. 😥 This code works to create a RGBA RenderTarget: https://playground.babylonjs.com/#RBQYSP#5 This code fails to create a RGB RenderTarget: https://playground.babylonjs.com/#R
  7. Hi, found issue with PBR on android device, that have webgl 2.0 support, probably its chrome issue but thought to post it here as well. Device: Galaxy S8+ OS: Android 7.0 Chrome: 65.0.3325.109 Babylon: v3.2.0-rc.2 GPU: {vendor: "ARM", renderer: "Mali-G71", version: "WebGL 2.0 (OpenGL ES 3.0 Chromium)"} How to reproduce: any pbr playground will go, as all of them show black meshes instead of pbr materials. PG It fails without any error or even warning in console. Works fine in native browser (Internet) as it has webgl 1.0: Internet: 6.4.1
  8. Hello, As per the docs, the WebGL2 shadows are meant to fall back to Poisson Sampling on non compatible devices. However, Chrome 65.0.3325.109 on Android (Samsung S6 edge+) only display a red cube on this PG without ground and no shadows. That said, Chrome >= v. 64 should support WebGL2. and checking on another Android phone, with Chrome 64 it shows shadows. Is this a bug?
  9. One of the killer new features in WebGL2 is the "sampler2DArray" uniform type. Apparently, we can use it to: This would be a game changer for a project I'm working on, as it uses a shader which needs many textures as uniforms and we're hitting the limit regularly. Any thoughts on implementing this feature?
  10. Hello BJS devs, What are BabylonJS's plans for WebGL 2 support? Namely, how do you guys envision supporting webgl 2 and backwards compatibility? I'm not super experienced with game development but I've been playing around with a toy project and I need to use binary 3D textures. I've made some changes to BJS to support 3D textures but I'm not familiar enough with the codebase to think this is the correct way of doing this. https://github.com/BabylonJS/Babylon.js/compare/master...wongwill86:texture3d?expand=1 Any feedback is much appreciated and I would be happy to make changes /
  11. If you want to start testing WebGL 2 in TypeScript I have already written a definition file right here that you can use Reason I wrote this is because I couldn't find reliable ones on Internet (they were very obsolete) and currently TypeScript doesn't support WebGL 2 Edit: In order to use WebGL 2 API in code you need to write: const CANVAS: HTMLCanvasElement = document.getElementById("myCanvas") as HTMLCanvasElement; // get canvas element let GL: WebGLRenderingContext & WebGL2RenderingContext = CANVAS.getContext("webgl2") as any; // get webgl2 context
  12. Ganymede Gate DX (DX as in Deluxe, the game i'm developing has an open source, ascii based version) Ganymede Gate is a Sci-Fi traditional roguelike. It will have a quirky story not like any other sci-fi games you find out there, but i will not reveal much as not to spoil it. You're sent to the jovian moon in search of answers to a human base where some mysterious things have been happening, as it recently went silent. The deluxe version i'm developing includes tiles support and will, eventually, have steam achievements, etc. Itch.io ascii version is available here. You can
×
×
  • Create New...