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

C3DL Development News

SceneCreator0.3

SceneCaster is an online application that allows people to create “spaces” which are 3d scenes on the browsers and share them which other.  It is free to sign up and relatively  easy easy to use. The main problems with SceneCaster are the requirements: The operating systems used are Windows XP or Vista and the browser [...]

WWW2010 in Raleigh

Yesterday Andor and I gave a talk at www 2010. It was about how mid level API’s can help web developers who may not wish to do extremely low level programming at the WebGL level achieve the 3D effects they want. The “slides” from our talk can be found here. The [...]

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

Documentation

Archives

Archives

C3DL Development News

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  • SceneCreator0.3
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  • 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
  • I'm encountering sim... - peter
  • I'm having the darnd... - Jeff
  • Excellent, I'm looki... - Some Funky Dude
  • Great demo! I was th... - Some Funky Dude
  • Hey, just wanted to... - Charles
  • 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



Canvas 3d JS Library

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The Canvas 3d JS Library and Demos found on this website are licenced under the MIT License

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