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WebGL – GLGE Updates and Demos .. Video & Canvas Textures Plus Filters

Not one or two but three demos this time. I’ve spent a little bit of time pulling togther code thats been hanging around for a while resulting in a number of new features. In addition, thanks to an...

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WebGL – GLGE LOD Support

So I’ve finally got round to adding LOD support to GLGE. You can now specify the mesh and material to use for a given pixel size. This should be partiulay usefull for mobile devices since GLGE will...

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Lines and points in GLGE

Sorry I’ve been neglecting the blog a bit recently but rest assured work goes on So this is probably one of the most requested features and it’s been a long time coming rendering points and lines in...

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New Release and Status Update

Since I’ve not had a release in ages as I never think the time is right and things are pretty together right now I’m also announcing the release of GLGE 0.8, skipping a few to reflect the number of...

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New Features and a fun webgl demo

It’s now possible to customize the webgl vertex shader in GLGE the idea being that you can let GLGE do most of the hard work and only add in the extra code needed for custom effects. At the moment you...

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WebGL Demo: JigLib Updates

Just a quick one for now, but jiglibjs as well as GLGE has been getting a lot of updates recently. Loads of bug fixes in GLGE. But the exciting news is that JigLibJS now has trimesh support, a new grid...

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WebGL Demo: Sky and New Fog options in GLGE

Having the need to create a more elegant blend to the sky recently I was finding the current fog system lacking in that no matter what set up I was attempting there was always a seam between the land...

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MD2 Models in WebGL using GLGE

Just a quick one this time. I’ll hopefully get a chance to post up some more demos during the week, but first off, I finally got round to adding MD2 support to GLGE. It turns out this is an excellent...

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Vehicle Physics in WebGL using GLGE and JigLibJS

I finally have a nice simple implementation of vehicle physics working in GLGE. It’s not using the vehicle classes directly from jiglibflash, as they proved to be very difficult to get working...

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Variance shadow maps in WebGL

Originally soft shadows in GLGE where implemented using PCF (Percentage Closer Filter) but the results were generally noisy and/or slow. As a result I thought I’d try implementing variance shadow maps...

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