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Type: Posts; User: Achilles4689

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    cullFace not working

    When I do a gl.cullFace(gl.FRONT), gl.cullFace(gl.BACK), or gl.cullFace(gl.FRONT_AND_BACK) I'm not noticing any changes. If I do a gl.getError() it returns no error. Any ideas why culling may not be...
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    WebGL Memory Leak

    After a few days of testing code and watching my DRAM consumption over time I have found that for some reason the following code leaks



    var BVvertexBuffer = gl.createBuffer();...
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    Passing arrays to VS

    Hey all,

    I need to pass an array of uniform mat4 to the VS in order for skin-and-bone animation. In other animation demos I've seen, they just make as many single uniform mat4 as they need. Is...
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    Re: drawArrays vs drawElements

    P.S.

    There are is also cache hit/miss to consider. With well formatted indices you will have more cache hits with drawElements vs the linear pattern of drawArrays.

    -Achilles
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    drawArrays vs drawElements

    So I was checking out c3dl and they exclusively use drawArrays in their engine. Until now I had been using drawElements and now I am questioning which is the better choice.

    With drawArrays I...
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    Collada to JSON converter (O3D?)

    Hey all,

    Up until now I've been doing basic obj files to load simple 3D meshes into my game. I'm starting to get to more advanced things such as animation and it seems like Collada (.dae) is the...
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    Re: Right click on viewport/canvas

    Thanks zed. Very helpful!

    -Achilles
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    Tracking GPU usage in WebGL

    Anyone know of a way to track GPU usage either with webgl or with some gpu tracking software?
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    Right click on viewport/canvas

    When a user right clicks an object in my game I would like to be able to have a menu come up. Is it possible to override the right click event only for the canvas and still allow normal right click...
  10. Re: Camera - calculating direction, up and right vectors

    Thanks Steve. Part of my problem may come from the fact that my matrix library (glMatrix-0.9.6) defines matrices to be of the form

    m0 m1 m2 m3
    m4 m5 m6 m7
    m8 m9 m10 m11
    m12 m13 m14 m15...
  11. Camera - calculating direction, up and right vectors

    I find myself in need of calculating the direction, up and right vectors of a camera. I need the actual vectors and not just use a gluLookat function. Does anyone know how to calculate these?
    ...
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    Re: shader attributes... always required?

    Thank you very much for your detailed reply. I did indeed have a boolean uniform for textured and untextured objects. I had been told that binding shaders is very costly and to avoid that at any...
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    shader attributes... always required?

    Hey there,

    I'm wondering if it is possible to have an attribute defined in a shader but then not use it.

    For example, say you want your shader to support textures so you have an attribute vec2...
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