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  • What kind of physics to choose for our arcade 3D MMO?

    - by Nick
    We're creating an action MMO using Three.js (WebGL) with an arcadish feel, and implementing physics for it has been a pain in the butt. Our game has a terrain where the character will walk on, and in the future 3D objects (a house, a tree, etc) that will have collisions. In terms of complexity, the physics engine should be like World of Warcraft. We don't need friction, bouncing behaviour or anything more complex like joints, etc. Just gravity. I have managed to implement terrain physics so far by casting a ray downwards, but it does not take into account possible 3D objects. Note that these 3D objects need to have convex collisions, so our artists create a 3D house and the player can walk inside but can't walk through the walls. How do I implement proper collision detection with 3D objects like in World of Warcraft? Do I need an advanced physics engine? I read about Physijs which looks cool, but I fear that it may be overkill to implement that for our game. Also, how does WoW do it? Do they have a separate raycasting system for the terrain? Or do they treat the terrain like any other convex mesh? A screenshot of our game so far:

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  • Javascript A* path finding ENEMY MOVEMENT in 3D environment

    - by faiz
    iam trying to implement pathfinding algorithm using PATHFINDING.JS in 3D world using webgl. iam have made a matrix of 200x200. and placed my enemy(swat) in it .iam confused in implmenting the path. i have tried implementing the path by compparing the value of each array value with swat's position . it works ! but ** THE ENEMY KEEPS GOING FROM THE UNWALKABLE AREA OF MY MATRIX....like the enemy should not move from 119,100(x=119,z=100) but its moving from that co-ordinate too ..... can any one help me out in this regard .. *prob facing :* enemy (swat character keeps moving from the wall /unwalkable area) wanted solution : enemy does not move from the unwalkable path.. ** function draw() { grid = new PF.Grid(200, 200); grid.setWalkableAt( 119,100, false); grid.setWalkableAt( 107,100, false); grid.setWalkableAt( 103,104, false); grid.setWalkableAt( 103,100, false); grid.setWalkableAt( 135,100, false); grid.setWalkableAt( 103,120, false); grid.setWalkableAt( 103,112, false); grid.setWalkableAt( 127,100, false); grid.setWalkableAt( 123,100, false); grid.setWalkableAt( 139,100, false); grid.setWalkableAt( 103,124, false); grid.setWalkableAt( 103,128, false); grid.setWalkableAt( 115,100, false); grid.setWalkableAt( 131,100, false); grid.setWalkableAt( 103,116, false); grid.setWalkableAt( 103,108, false); grid.setWalkableAt( 111,100, false); grid.setWalkableAt( 103,132, false); finder = new PF.AStarFinder(); f1=Math.abs(first_person_controller.position.x); f2=Math.abs(first_person_controller.position.z); ff1=Math.round(f1); ff2=Math.round(f2); s1=Math.abs(swat.position.x); s2=Math.abs(swat.position.z); ss1=Math.round(s1); ss2=Math.round(s1); path = finder.findPath(ss1,ss2,ff1,ff2, grid); size=path.length-1; Ai(); } function Ai(){ if (i<size) { if (swat.position.x >= path[i][0]) { swat.position.x -= 0.3; if(Math.floor(swat.position.x) == path[i][0]) { i=i+1; } } else if(swat.position.x <= path[i][0]) { swat.position.x += 0.3; if(Math.floor(swat.position.x) == path[i][0]) { i=i+1; } } } if (j<size) { if((Math.abs(swat.position.z)) >= path[j][1]) { swat.position.z -= 0.3; if(Math.floor(Math.abs(swat.position.z)) == path[j][1]) { j=j+1; } } else if((Math.abs(swat.position.z)) <= path[j][1]) { swat.position.z += 0.3; if(Math.floor(Math.abs(swat.position.z)) == path[j][1]) { j=j+1; } } } }

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  • La fondation Mozilla s'attaque aux critiques de Microsoft contre WebGL et estime que Silverlight 5 s'expose aux mêmes risques

    Mozilla s'attaque aux critiques de Microsoft contre WebGL Et estime que Silverlight s'expose aux mêmes risques Mise à jour du 20/06/2011 Mozilla réagit à la polémique produite par la récente déclaration assassine de Microsoft contre WebGL, le standard Web de production de graphiques 3D accélérée par la carte graphique. Mike Shaver, vice-président de la stratégie technique de la fondation, rejette en bloc les critiques de Microsoft en raison desquelles l'entreprise annonce n'avoir aucune intention d'implémenter WebGL sur Internet Explorer (lire ci-devant pour plus de détails sur l'annonce de Microsoft) Pour...

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  • Opera 11 intègre le support de l'accélération matérielle 3D basée sur WebGL, une nouvelle version test du navigateur est disponible

    Opera 11 intègre le support de l'accélération matérielle 3D Basée sur WebGL, une nouvelle version test du navigateur est disponible Mise à jour du 02/02/2011 par Idelways Opera vient de lancer la première version de test de son navigateur qui supporte l'accélération matérielle 3D basée sur le standard WebGL. L'annonce vient, d'après l'entreprise, couronner la maturation de ce standard et deux ans de travail sur cette implémentation. Pour mémoire, le processus de standardisation a été porté par le groupe Khronos (lien) WebGL utilise les interfaces graphiques d'OpenGL sur les ordinateurs de bureau po...

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  • Microsoft rejette le standard WebGL jugé "dangereux" suite à la découverte de multiples failles critiques sur Firefox

    Microsoft rejette le standard WebGL jugé « dangereux » Suite à la découverte de multiples failles critiques sur Firefox L'avenir du standard WebGL sur Internet Explorer s'annonce très incertain. Microsoft rejette ce standard d'affichage 3D pour le Web, au moins dans sa forme actuelle qu'il juge « dangereuse » dans une dépêche faisant suite à la découverte de plusieurs nouvelles failles critiques sur l'implémentation de Mozilla Firefox. Des failles qui pourraient être présentes sur Google Chrome également. Sur le blog de recherche en sécurité et défense, l'équipe MSRC de Redmond affirme que « le support de WebGL dans les navigateurs ...

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  • Three.js Collada import animation not working

    - by Peter Vasilev
    I've been trying to export a Collada animated model to three js. Here is the model: http://bayesianconspiracy.com/files/model.dae It is imported properly(I can see the model) but I can't get it to animate. I've been using the two Collada examples that come with Three js. I've tried just replacing the path with the path to my model but it doesn't work. I've also tried tweaking some stuff but to no avail. When the model is loaded I've checked the 'object.animations' object which seems to be loaded fine(can't tell for sure but there is lots of stuff in it). I've also tried the Three.js editor: http://threejs.org/editor/ which loads the model properly again but I can't play the animation : ( I am using Three JS r62 and Blender 2.68. Any help appreciated!!

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  • What is this JavaScript gibberish?

    - by W3Geek
    I am studying how to make a 2D game with JavaScript by reading open source JavaScript games and I came across this gibberish... aSpriteData = [ "}\"¹-º\"À+º\"À+º\"À+º\"¿¤À ~C_ +º\"À+º\"À+º\"À*P7²OK%¾+½u_\"À<¡a¡a¡bM@±@ª", // 0 ground "a ' ![± 7°³b£[mt<Nµ7z]~¨OR»[f_7l},tl},+}%XN²Sb[bl£[±%Y_¹ !@ $", // 1 qbox "!A % @,[] ±}°@;µn¦&X£ <$ §¤ 8}}@Prc'U#Z'H'@· ¶\"is ¤&08@£(", // 2 mario " ´!A.@H#q8¸»e-½n®@±oW:&X¢a<&bbX~# }LWP41}k¬#3¨q#1f RQ@@:4@$", // 3 mario jump " 40 q$!hWa-½n¦#_Y}a©,0#aaPw@=cmY<mq©GBagaq&@q#0§0t0¤ $", // 4 mario run "+hP_@", // 5 pipe left "¢,6< R¤", // 6 pipe right "@ & ,'+hP?>³®'©}[!»¹.¢_^¥y/pX¸#µ°=a¾½hP?>³®'©}[!»¹.¢_^ Ba a", // 7 pipe top left "@ , !] \"º £] , 8O #7a&+¢ §²!cº 9] P &O ,4 e", // 8 pipe top right " £ #! ,! P!!vawd/XO¤8¼'¤P½»¹²'9¨ \"P²Pa²(!¢5!N*(4´b!Gk(a", // 9 goomba " Xu X5 =ou!¯­¬a[Z¼q.°u#|xv ¸··@=~^H'WOJ!¯­¬a=Nu ²J <J a", // 10 coin // yui "@ & !MX ~L \"y %P *¢ 5a K w !L \"y %P *­a%¬¢ 4 a", // 11 ebox // yui "¢ ,\"²+aN!@ &7 }\"²+aN!XH # }\"²+aN!X% 8}\"²+aN!X%£@ (", // 12 bricks "} %¿¢!N° I¨²*<P%.8\"h,!Cg r¥ H³a4X¢*<P%.H#I¬ :a!u !q", // 13 block makeSpace(20) + "4a }@ }0 N( w$ }\" N! +aa", // 14 bush left " r \"²y!L%aN zPN NyN#²L}[/cy¾ N" + makeSpace(18) + "@", // 15 bush mid makeSpace(18) + "++ !R·a!x6 &+6 87L ¢6 P+ 8+ (", // 16 bush right " %©¦ +pq 7> \"³ s" + makeSpace(25) + "@", // 17 cloud bottom left "a/a_#².Q¥'¥b}8.£¨7!X\"K+5cqs%(" + makeSpace(18) + "0", // 18 cloud bottom mid "bP ¢L P+ 8%a,*a%§@ J" + makeSpace(22) + "(", // 19 cloud bottom right "", // 20 mushroom "", // koopa 16x24 "", // 22 star "", // 23 flagpole "", // 24 flag "", // 25 flagpole top " 6 ~ }a }@ }0 }( }$ }\" }! } a} @} 0} (} $} \"² $", // 26 hill slope "a } \"m %8 *P!MF 5la\"y %P" + makeSpace(18) + "(", // 27 hill mid makeSpace(30) + "%\" t!DK \"q", // 28 hill top "", // 29 castle bricks "", // 30 castle doorway bottom "", // 31 castle doorway top "", // 32 castle top "", // 33 castle top 2 "", // 34 castle window right "", // 35 castle window left "", // 36 castle flag makeSpace(19) + "8@# (9F*RSf.8 A¢$!¢040HD", // 37 goomba flat " *(!¬#q³¡[_´Yp~¡=<¥g=&'PaS²¿ Sbq*<I#*£Ld%Ryd%¼½e8H8bf#0a", // 38 mario dead " = ³ #b 'N¶ Z½Z Z½Z Z½Z Z½Z Z½Z Z½Z =[q ²@ ³ ¶ 0", // 39 coin step 1 " ?@ /q /e '¤ #³ !ºa }@ N0 ?( /e '¤ #³ ¿ _a \"", // 40 coin step 2 " / > ] º !² #¢ %a + > ] º !² #¢ 'a \"", // 41 coin step 3 " 7¢ +² *] %> \"p !Ga t¢ I² 4º *] %> \"p ¡ Oa \"" // 42 coin step 4 ], What does it do? If you want to look at the source file here it is: http://www.nihilogic.dk/labs/mario/mario.js Beware, there is more gibberish inside. I can't seem to make sense of any of it. Thank you.

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  • Strange if-else branching behavior in a fragment shader

    - by Winged
    In my fragment shader I have passed an uniform int uLightType variable, which indicates what type of light is in usage right now. The problem is that if-else branching does not work correctly - the fragment shader performs instructions in every if statement block. if (uLightType == 1) { // Spotlight light type vec3 depthTextureCoord = vDepthPosition.xyz / vDepthPosition.w; shadowDepth = unpack(texture2D(uDepthMapSampler, depthTextureCoord.xy)); } else if (uLightType == 2) { // Omni-directional light type shadowDepth = unpack(textureCube(uDepthCubemapSampler, -lightVec)); } In the case when uLightType equals 1, unless I comment out the content of the second if block, it assigns an another value to shadowDepth. Also while uLightType equals 1, when I remove the second 'if' block and change == to != like in the sample code below, nothing happens (which means that uLightType really equals 1). if (uLightType != 1) { // Spotlight light type vec3 depthTextureCoord = vDepthPosition.xyz / vDepthPosition.w; shadowDepth = unpack(texture2D(uDepthMapSampler, depthTextureCoord.xy)); } Also, when I manually create an int variable (which is not an uniform) like this: var lightType = 1; and replace uLightType with it in the if-else branch, everything works fine, so I guess it have something to do with the fact that uLightType is the uniform.

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  • scaling point sprites with distance

    - by Will
    How can you scale a point sprite by its distance from the camera? GLSL fragment shader: gl_PointSize = size / gl_Position.w; seems along the right tracks; for any given scene all sprites seem nicely scaled by distance. Is this correct? How do you compute the proper scaling for my vertex attribute size? I want each sprite to be scaled by the modelview matrix. I had played with arbitrary values and it seems that size is the radius in pixels at the camera, and is not in modelview scale. I've also tried: gl_Position = pMatrix * mvMatrix * vec4(vertex,1.0); vec4 v2 = pMatrix * mvMatrix * vec4(vertex.x,vertex.y+0.5*size,vertex.z,1.0); gl_PointSize = length(gl_Position.xyz-v2.xyz) * gl_Position.w; But this makes the sprites be bigger in the distance, rather than smaller:

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  • Linking one uniform variable to many shaders

    - by Winged
    Let's say, that I have 3 programs, and in each of those programs there is a view matrix uniform, which should be the same in all those programs. Right now, when my camera moves, I need to re-upload the modified matrix to every program separately. Is it possible to create some kind of global uniforms which are constant for all programs linked to it, so I could just upload the matrix once? I tried creating a globalUniforms object which looked kinda like this: var globalUniforms = { program: {}, // (...) vMatrixUniform: null, // (...) initialize: function() { vMatrixUniform = gl.getUniformLocation(this.program, 'uVMatrix'); } }; So I could just link it to proper programs like this: program.vMatrixUniform = globalUniforms.vMatrixUniform;, and then pass the matrix like this: if (camera.isDirty.viewMatrix !== false) { camera.isDirty.viewMatrix = false; gl.uniformMatrix4fv(globalUniforms.vMatrixUniform, false, camera.viewMatrix.element); } but unfortunately it throws an error: Uncaught exception: gl.INVALID_VALUE was caused by call to: getUniformLocation called from line 272, column 2 in () in mysite/js/mesh.js: vMatrixUniform = gl.getUniformLocation(this.program, 'uVMatrix'); Summing up: is there a more efficient way of managing shaders which follows my logic?

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  • best way of rendering more 3D models in three.js that not slow down page?

    - by GDevLearner
    I am in the way of creating a 3D web game using threeJS library. This is a multi-player game that players are 3D human models in game, and I need to add a human 3D model for each player that enters the game. Additionally, I want to animate the humans while they walking, but the problem, here is that adding a 3D model and animating that for each player will slow down the game or maybe cause the browser to crash. question: what is the better way of showing and animating the player's models that will not slow down the game?

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  • Unity3D, Torque3D, Google O3D, WebGl....which to choose?

    - by gpwjg
    for development of interactive 3d web applications, which engine is recommended? I am aware that WebGL has been anounced to become standarized for all browsers in the near future (1~2 years). I am afraid that by investing time into a proprietary game engine such as Unity, torque would be not great once plugin-less open source 3d engines appear (webgl & 3D javascript). Is this a stupid thing to worry about ? Should I begin with Unity3D (it's demo's and tools were mind blowing).

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  • Le PDF en 3D avec WebGL inventé par des membres de Developpez.com, ils fondent la société SPACEGOO

    Le PDF en 3D avec WebGL inventé par des membres de Developpez.com Qui créent un nouveau mode de navigation et fondent SPACEGOO La standardisation de la technologie WebGL à l'été 2010, et son implémentation par les navigateurs récents (Firefox 4, Chrome 7, Opera 11.50, Webkit) ont permis de faire simplement du rendu 3D de qualité dans le navigateur. La scène 3D est rendue dans un canvas HTML5, ce qui permet d'intégrer ces éléments 3D à un site « standard », développé en PHP et CSS par exemple. Utilisée essentiellement pour les jeux, les démos, et la visualisation d'objets 3D, des membres de développez ont fondé la société SPACEGOO et ont eu l'idée d'utiliser le WebGL pour représenter du contenu te...

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  • WebGL 1.0, spécification finalisée pour la bibliothèques d'accélération 3D libre soutenue par Chrome, Firefox, Opera et Safari

    La spécification de WebGL 1.0 est finalisée Pour la bibliothèques d'accélération 3D libre soutenue par Chrome, Firefox, Opera et Safari Ces dernier temps, vous avez entendu parler de la mise en place de WebGL dans les nouvelles versions des différents navigateurs web. Comme vous devez déjà le savoir, Firefox 4, Google Chrome 9 (rendez-vous à l'adresse "about:flags" pour activer WebGL supportent la nouvelle technologie (également soutenue par Apple pour Safari et par Opera). Khronos, un consortium de constructeurs de cartes graphiques (NVidia, AMD, Imagination Technologies, ...) et de différents grand acteurs dans le monde de la 3D (Activision, Epic Games, ...) annonce dur...

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  • Manipulating gl_LightSource[gl_MaxLights]

    - by pion
    The The OpenGL ® Shading Language Spec version 1.20 http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf shows the following: struct gl_LightSourceParameters { vec4 ambient; // Acli vec4 diffuse; // Dcli vec4 specular; // Scli vec4 position; // Ppli vec4 halfVector; // Derived: Hi vec3 spotDirection; // Sdli float spotExponent; // Srli float spotCutoff; // Crli // (range: [0.0,90.0], 180.0) float spotCosCutoff; // Derived: cos(Crli) // (range: [1.0,0.0],-1.0) float constantAttenuation; // K0 float linearAttenuation; // K1 float quadraticAttenuation;// K2 }; uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights]; Also, http://www.lighthouse3d.com/opengl/glsl/index.php?ogldir1 shows the following code snippets: lightDir = normalize(vec3(gl_LightSource[0].position)); https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/doc/spec/WebGL-spec.html#5.10 shows many uniform* functions but nothing seems to deal with an array of uniform variable like gl_LightSource[0]. How do we set the gl_LightSource[0] fields in WebGL using JavaScript? For example, gl_LightSource[0].position Thanks in advance for your help. Note: Cross post on http://www.khronos.org/message_boards/viewtopic.php?f=43&t=3373

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  • Why are browsers so heavy?

    - by Kaivosukeltaja
    Back in 1998 I had a computer with 233MHz Pentium MMX CPU and a GFX card with no 3D acceleration. It was able to run games like Quake II at a decent FPS rate. My current computer has tons more performance and a mid-class GPU, yet struggles to reach 20 FPS when rendering a single model inside a skybox with WebGL. Even regular pages with lots of 2D CSS animations bring many modern computers to their metaphorical knees. As a web developer I understand there's a lot going on in a web page but not what makes it that heavy. Modern browsers compile JavaScript to CPU native machine code before running it and rendering into a canvas element shouldn't trigger DOM rebuilds so theoretically it should be a lot faster than it is. What am I missing here and is it possible to avoid or minimize whatever is making the browsers slow to build more efficient websites?

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  • Chrome 9 disponible avec le support natif de WebGL, l'accès au Chrome Marketplace et Google Instant pour surfer plus vite

    Chrome 9 est disponible Avec le support en natif de WebGL, l'accès au Chrome Marketplace et Google Instant pour surfer plus vite Mise à jour du 07/02/11 Chrome 9 est sorti. La nouvelle version du navigateur de Google (qui vient de se payer une deuxième campagne de publicité et d'affichage dans le métro parisien) propose trois grandes nouveautés qui seront familières aux lecteurs de Développez. Chrome 9 introduit dans le canal officiel WebGL (pour les animations 3D, les contenus Internet riches et l'accélération graphique), l'accès au Chrome Web Store (dont l'utilité sera surto...

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  • Google présente Body Browser, un explorateur du corps humain basé sur WebGL et l'expérience utilisateur de Google Earth

    Google présente « Body Browser », un explorateur du corps humain basé sur WebGL Et inspiré de l'expérience utilisateur de Google Earth Voilà une nouvelle qui devrait ravir les chercheurs et étudiants en sciences médicales. Google travaille sur un équivalent de Google Earth, qui permet, via les navigateurs supportant WebGL, d'explorer, zoomer et détailler les différents compartiments, organes ou tissus du corps humain. L'application dispose d'une barre de recherche et d'un système de navigation très similaire à celui de Google Earth, ce qui devrait faciliter sa prise en main à la sortie du produit ...

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  • I need openGl 2.0 but my graphic card support 1.5

    - by Milos
    I want to start with my webGL project and minimal require is my graphic card support openGL 2.0. Problem exist because i have intel laptop with integrated intel 965 graphic media accelerator and driver is up to date and it support openGL 1.5. Is there any solution how to update my graphic carf to support 2.0? Is this possible? thx, Milos

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  • Can emsripten compile down to Canvas-based Js instead of WebGL?

    - by Sebastian Scholle
    I understand that emscripten compiles down LLVM to JS and it converts OpenGL Calls to WebGL. Thats a fairly simple translation. Is there a way to tell emscripten to use some other graphics Library ( for example Pixi JS ) for its rendering code translations? Is the compiled JS code easy to update or would it be better to merge in your own Graphics API that handles WebGL/Canvas calls. IE: can we use a C++ Graphics Wrapper Library that when compiles to JS, will simply plug into our own JS Graphics Wrapper Library? Im assuming YES, but has anyone tried this? And if So, what would be your technique, as my C++ skills are basic.

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  • How color attributes work in VBO?

    - by Jayesh
    I am coding to OpenGL ES 2.0 (Webgl). I am using VBOs to draw primitives. I have vertex array, color array and array of indices. I have looked at sample codes, books and tutorial, but one thing I don't get - if color is defined per vertex how does it affect the polygonal surfaces adjacent to those vertices? (I am a newbie to OpenGL(ES)) I will explain with an example. I have a cube to draw. From what I read in OpenGLES book, the color is defined as an vertex attribute. In that case, if I want to draw 6 faces of the cube with 6 different colors how should I define the colors. The source of my confusion is: each vertex is common to 3 faces, then how will it help defining a color per vertex? (Or should the color be defined per index?). The fact that we need to subdivide these faces into triangles, makes it harder for me to understand how this relationship works. The same confusion goes for edges. Instead of drawing triangles, let's say I want to draw edges using LINES primitives. Each edge of different color. How am I supposed to define color attributes in that case? I have seen few working examples. Specifically this tutorial: http://learningwebgl.com/blog/?p=370 I see how color array is defined in the above example to draw a cube with 6 different colored faces, but I don't understand why is defined that way. (Why is each color copied 4 times into unpackedColors for instance?) Can someone explain how color attributes work in VBO? [The link above seems inaccessible, so I will post the relevant code here] cubeVertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); vertices = [ // Front face -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, // Back face -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, // Top face -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, // Bottom face -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, // Right face 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, // Left face -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(vertices), gl.STATIC_DRAW); cubeVertexPositionBuffer.itemSize = 3; cubeVertexPositionBuffer.numItems = 24; cubeVertexColorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer); var colors = [ [1.0, 0.0, 0.0, 1.0], // Front face [1.0, 1.0, 0.0, 1.0], // Back face [0.0, 1.0, 0.0, 1.0], // Top face [1.0, 0.5, 0.5, 1.0], // Bottom face [1.0, 0.0, 1.0, 1.0], // Right face [0.0, 0.0, 1.0, 1.0], // Left face ]; var unpackedColors = [] for (var i in colors) { var color = colors[i]; for (var j=0; j < 4; j++) { unpackedColors = unpackedColors.concat(color); } } gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(unpackedColors), gl.STATIC_DRAW); cubeVertexColorBuffer.itemSize = 4; cubeVertexColorBuffer.numItems = 24; cubeVertexIndexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); var cubeVertexIndices = [ 0, 1, 2, 0, 2, 3, // Front face 4, 5, 6, 4, 6, 7, // Back face 8, 9, 10, 8, 10, 11, // Top face 12, 13, 14, 12, 14, 15, // Bottom face 16, 17, 18, 16, 18, 19, // Right face 20, 21, 22, 20, 22, 23 // Left face ] gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new WebGLUnsignedShortArray(cubeVertexIndices), gl.STATIC_DRAW); cubeVertexIndexBuffer.itemSize = 1; cubeVertexIndexBuffer.numItems = 36;

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  • IE 11 Preview « apporte la meilleure expérience du Web sur Windows » avec le support de WebGL, SPDY et des « Dev Tools » entièrement reconstruits

    IE 11 Preview « apporte la meilleure expérience du Web sur Windows » avec le support de WebGL, SPDY et des « Dev Tools » entièrement reconstruits Windows 8.1 Preview est là, et avec lui la Preview du navigateur Internet Explorer 11, « qui apporte la meilleure expérience du Web sur un périphérique Windows ».Optimisé pour les mobiles avec le support des récents standards du Web, IE 11 Preview rapproche les sites Web des utilisateurs Windows, offre une sécurité améliorée et dispose des nouveaux outils de développement pour faciliter le test des applications Web.La prise en charge de la navigation t...

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  • Multiple .obj Models in THREE.js and detecting clicked objects

    - by ZedBee
    I have been following along this example to load .obj Model using three.js. Since I needed more than one model to load so I tried this loader.addEventListener( 'load', function ( event ) { var object = event.content; object.position.y = - 80; scene.add( object ); }); loader.load( 'obj/model1.obj' ); loader.load( 'obj/model2.obj' ); First: I don't know whether this is the right approach or not since I searched but didn't find any tutorial loading more than one .obj models. Second: I want to be able to click different models on the screen. I tried this which doest not seem to work for me. Any suggestions on this?

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  • how to convert a 2d path to a 3d shape in Three.js?

    - by VirtualWorld
    i need to have the 3d of this: http://jsfiddle.net/dAdKm/ but when i use this code: var shape = new THREE.Shape(); shape.moveTo(20,20); shape.bezierCurveTo(20, 100, 150, 100, 150, 20); shape.moveTo(20,20); shape.lineTo(20, 100); shape.lineTo(150, 100); shape.lineTo(150, 20); var shape3d = shape.extrude(extrudeSettings); var shapePoints = shape.createPointsGeometry(); var shapeSpacedPoints = shape.createSpacedPointsGeometry(); var material = new THREE.MeshBasicMaterial({ color: 0x0000ff }); var shapeMesh = new THREE.Mesh(shape3d, material); the result is not same as 2d context result, why? what is the problem?

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