Canvas 3d JS Library

WebGL made easy!
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    • Tutorial #1: WebGL Browsers
    • Tutorial #2: A simple scene
    • Tutorial #3: Callback
    • Tutorial #4: Models
    • Tutorial #5: Light effects
    • Tutorial #6: Picking
    • Tutorial #7: Materials
    • Tutorial #8: Particle Systems
    • Tutorial #9: Camera Basics
    • Tutorial #10: Advanced FreeCamera
    • Tutorial #11: OrbitCamera
    • Tutorial #12: Advanced Camera Functions
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My 3d graph now sorts the values being added from large to small….of course this feature is for data that is not required to be kept in its original order. The idea of using Stock data to populate the graph would require the data to stay in its original order because one axis is based on a time-stamp. I’ll probably add the ordering as feature along with:
vertical or horizontal bars ordering from min to max or max to min
I have also added what I call scaling. I take the maximum value for the y-axis of all the values and divide it by the number of values to get an increment and that’s the number I have along the left hand side. The actual value is on the Top Row and the Bottom Row holds the X-axis value. A rough outline would be y- axis | 1 | 4 | 9 | 9 | 6 | 3 | x-axis | cat | dog | mice | so 1 cat, 4 dogs, and 9 mice. The 3d bars would appear in the blank space. Once I have it completed I’ll have a better idea if this is really what I want. Well hopefully those who read this have an idea of what I am doing. I’m kind of babbling. Side Note: I’m trying to remember to add exception handling into my code. I’m only a 4th semester student and have been introduced to exception handling but have not really been taught any guidelines for best practices. If anyone knows of a resource for good exception handling practices I would appreciate it very much if you post a link. Thanks for reading. Commited some code to render a triangle or a cube using GLES2. Most of the code was already in there before, but removed in r39. I must have gotten rid of it once I switched from working on GLES to benchmarks, to keep the code clean. Annoyingly enough the reason it took me more than 30 minutes is that we use row-major form for matrices and Vlad used Sylvester, which uses column-major form. There have been some other quircks, but of no importance. I did learn today that Sylvester quietly ignores even critical errors (e.g. completely incompatible Matrix classes). Good thing we’re not going to use it anyway. The code is not integrated into anything, it’s just test code to see what the minimum is that we need to render something. The next step will be either:
  • Change our Scene, Primitive, and Cube classes to do GLES2 rendering, which is probably a bad idea until Mark’s math changes are merged in, or
  • Come up with a way to generate at least some generic shaders, perhaps somewhat configurable.
The second one is what I am supposed to be doing anyway, but I needed to write some code before getting into more theory. It’s too easy to give up on 3D as impossible when getting lots of and only theory. Hi, I’m Chris Bishop. I joined the c3dl project team this April and I am responsible for creating demo’s with the library being created by the team members. I do not have any 3d animation experience so trying to create demos has been a little tough. I have been reading up on 3d animation so I can start manipulating these objects in 3d space and get the results I am looking for. A demo I’m hoping to finish this week and post on the web will be a 3d bar graph. Nothing special of course. I have finished creating a table that will dynamically shrink and grow. Elements can be added or removed and the X and Y axis will reflect these changes. Things to add: Elements in my Array will sort based on the Y Axis. ( when an element that is added that should go in the middle…..it should go in the middle) The canvas will grow as the cell that holds it grows. Add the 3d graph. Because my working version of canvas 3d does not have text support I’m using a table to layout my text and I’ll add bars to the canvas environment and hopefully I’ll be able to align everything. As a side note, my javascript skills are good enough to be able to program effectively in it but I’m learning the quirks of javascript. I had created an element object that holds the X and Y values. I didn’t put var before the variables because I wanted them public as I had read online. Well, from what happened not putting var infront didn’t make them public, it make them static. Strangely I was using accessor functions anyways so I put var infront of x and y and voila, it worked just fine. Strange. Its been a while since this site has been updated so there is much much to catch up on. With the end of the semester rush over, there will be much more activity on this site. So here is a short list of whats been going on and things to come: Firstly I would like to welcome Chris Bishop and Andor Salga to the team. Chris will be working on making many neat demos with the library while Andor will be working on both the library itself as well as various demos Our site is due for some major cleaning and reorganizing. The following are the things that we plan:
  • update the look and feel
  • add the ability to see all demos live when people view our site with appropriate browser and addon
  • move all blogs to this site
I’ve probably missed a thing or two here and there but I figured this is a good list to start with Testing continues.  Andrew has been busy making up tests and benchmarks for our library.  These will be necessary as we add features and changes so that we have a base line for comparison. The Library itself is also going through a complete overhaul on the back end (which is why there really hasn’t been much of an update). The currently library uses the moz-glweb11 context but we are planning on moving everything to use the moz-glweb20 context instead. This is taking some time to do for us. In the mean time, expect to see some cool new demos soon! Now having full access to the c3dl site, we can start using it full-time, instead of constantly asking which blog we’re talking about – littlesvr.ca or c3dl.org? Moving the posts turned out to be much easier than I expected. I guess this is a wordpress feature lots of people have been asking for/using. All the posts still have the proper author and date, and even the images are still there. The images are actually still on littlesvr.ca, but that should be ok. At any rate I’m not volunteering to reupload them all :) The old copy-pasted posts have been moved to a new category I created – obsolete. I’ll leave deleting them to Cathy. Also, if desired, all the imported posts have to be put into the ‘Canvas 3D at Seneca’ category. Though it seems like a stupid category to me, considering that’s what this server is for. All that’s left for me to do is alter the skin of the old blog on littlesvr.ca so that every post has a link to the respective post here. I won’t just take the old blog offline because there are links to it from around the internet, and that’s traffic we don’t want to lose. For once WordPress didn’t dissapoint me. Nice.

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  • Asteroids-3D
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  • Cross-Browser Orbiter
  • Mocap Demo With Spheres
  • Google Maps-3D

C3DL Development News

A spec change that keeps coming back to haunt me

At some point, the way firefox handles keyboard events changed. I’m not sure exactly when it happened, all I know is that it broke how I was dealing with keyboard interaction on almost every demo I’ve written (for example,the mocap demo and MotionView). When I wrote the demos, the keydown event would be fired once, [...]

Release 2.2

The 2.2 Release of the Canvas 3D Library includes a number of new features, updates to old features and fixes for several bugs along with the requisite changes to meet the evolving WebGL spec. Some of the things included (in no particular order) are: Better picking code. The ability to swap textures as a scene [...]

Tutorials

  • Tutorial #1: WebGL Browsers
  • Tutorial #2: A simple scene
  • Tutorial #3: Callback
  • Tutorial #4: Models
  • Tutorial #5: Light effects
  • Tutorial #6: Picking
  • Tutorial #7: Materials
  • Tutorial #8: Particle Systems
  • Tutorial #9: Camera Basics
    • Tutorial9-YawPitchRoll
  • Tutorial #10: Advanced FreeCamera
  • Tutorial #11: OrbitCamera
  • Tutorial #12: Advanced Camera Functions

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Canvas 3d JS Library

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