Canvas 3d JS Library

WebGL made easy!
  • rss
  • What is C3DL?
  • Download
  • Tutorials
    • Tutorial #1: WebGL Browsers
    • Tutorial #2: A simple scene
    • Tutorial #3: Callback
    • Tutorial #4: Models
    • Tutorial #5: Light effects
    • Tutorial #6: Picking
  • Development News
  • Documentation
  • Community
  • Resources
  • Contact
  • About

I now have a proof-of-concept working that demonstrates that our library will work for multiple browsers. We had been having a problem where Safari doesn’t support the keyword const, so I took those out. Then I found out that someone who had worked on the library before me had been using ‘let’ to create variables. This wasn’t a problem when we where only on Firefox, but other browsers don’t support it, so I had to find all the lets and convert them to vars. Then I had to find all the spots where we used Canvas…Array and switch them to WebGL…Array, but only when running Safari (borrowing a bit of code from the lessons at LearningWebGL made that much simpler).



Screen shot
Cross-Browser Orbiter Demo

With all that done, we finally have the library working for both browsers (I’ll get to Chrome soon, I promise…), but there’s a fairly serious problem. Our library works by putting a link in the header telling the page to include a js file (c3dapi.js to be precise), which then has some JavaScript code that adds more script tags linking to js files (the actual library) to the DOM. This works fine on Firefox, but Safari doesn’t like it. It knows the files are there (I got it to list all the script tags and they’re there and in the correct order), but it doesn’t actually read them. I’ve temporarily fixed this problem by manually adding all the script tags to the html page, but this is ridiculous to have to do every time.

On Firefox we just put

<script type="application/javascript" src="../../canvas3dapi/c3dapi.js" ></script>

and the beginning of c3dapi.js looks like this
var scripts = document.getElementsByTagName("script");
var parts = scripts[scripts.length -1].src.split("/");
parts.pop();
var basePath = parts.join("/");
var head = document.getElementsByTagName("head")[0];

c3dl_require = function(path) {
    var includeResource=document.createElement('script');
    includeResource.setAttribute('type',"text/javascript;version=1.8");
    includeResource.setAttribute('src',basePath + "/" + path);
    var scripts = document.getElementsByTagName("script");
    head.insertBefore(includeResource,scripts[scripts.length]);
	
}

c3dl_require('c3dlnamespace.js');
c3dl_require('constants.js');
c3dl_require('effects/effect_docs.js');

For Safari that doesn’t work, so we’ve had to put all those script tags into the page header manually, which looks like this:
<script type="application/javascript" src="../../canvas3dapi/c3dlnamespace.js" ></script>
<script type="application/javascript" src="../../canvas3dapi/constants.js" ></script>
<script type="application/javascript" src="../../canvas3dapi/effects/effect_docs.js" ></script>
with about 50 more script tags.

In short, we’ve got a demo that works for both Firefox and Safari, but it only works because of a temporary fix. Fixing it permanently is the next thing on my to-do list. I should also mention there is a known issue: The moon is not being lit in Safari. After I sort out this issue with including files, I’ll investigate that too.

Videos

Demos

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

C3DL Development News

C3DL 2.0-WebGL and beyond

It has been a long time coming but we have now updated all the core features of C3DL to use WebGL. You can dowload our 2.0 release here. We have also updated all our demos to use WebGL. Our tutorials have all been updated (tutorial 5 and 6 needs a better example [...]

Preliminary WebGL RTS Game

Cathy asked me to make a cool demo using our library. After thinking about, I started getting many ideas, but creating a preliminary real-time strategy game made the most sense. It not only demonstrates a lot of C3DL features such as model loading, transformations, lighting, shaders, picking, cameras, textures, etc, but since animation is kept [...]

Tutorials

  • Tutorial #1: WebGL Browsers
  • Tutorial #2: A simple scene
  • Tutorial #3: Callback
  • Tutorial #4: Models
  • Tutorial #5: Light effects
  • Tutorial #6: Picking

Documentation

Archives

Archives

C3DL Development News

Recent Comments

  • February 2010
  • January 2010
  • December 2009
  • November 2009
  • October 2009
  • September 2009
  • July 2009
  • June 2009
  • May 2009
  • April 2009
  • March 2009
  • February 2009
  • January 2009
  • December 2008
  • November 2008
  • October 2008
  • September 2008
  • August 2008
  • July 2008
  • June 2008
  • May 2008
  • April 2008
  • March 2008
  • February 2008
  • January 2008
  • December 2007
  • C3DL 2.0-WebGL and beyond
  • Preliminary WebGL RTS Game
  • Asteroids in 3D… and a bit of 2D
  • Another demo updated
  • Simplifying the Interface
  • Updating Demos
  • Cross-browser progress update
  • let there be vars
  • Creating tester pages
  • Problems with porting
  • keep it coming ve... - gero3
  • congrats on a great... - Paul Brunt
  • c++ not c# actually... - Cathy Leung
  • It's unbelievable ho... - Paul
  • Wow, now that's a co... - Andor Salga
  • Hi, is the project... - Sascha Hendel
  • I agree with both co... - Cathy Leung
  • Your library is real... - Sascha Hendel
  • Hi, as a more gener... - Sascha Hendel
  • Thanks. I just pull... - peter



Canvas 3d JS Library

©2007- 2009 Canvas 3d JS Library

Disclaimer: This website is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 2.5 Canada License.
The Canvas 3d JS Library and Demos found on this website are licenced under the MIT License

Creative Commons License