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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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

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

Documentation

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C3DL Development News

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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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