WebGL Point Progress
Andor Salga | 12 October, 2009 | 10:45
In my last post, I managed to get our library to run without crashing using WebGL. After playing with the code a bit more, I was able to render untextured models. Clearing the color buffer and now untextured models. I would say progress isn’t too bad.
Today I sat down and started cleaning up the code and I focused on getting points to render. I figured using VBOs to render points would give me some practice before trying to apply them to more difficult situations, such as with COLLADA files. COLLADA models load, but the VBO code isn’t in the right place. With a bit of effort, I managed to render the points just like we used to with the Canvas 3D plug-in.
I experimented with the different types of buffer usages (static, dynamic and stream drawing). I didn’t see any performance change. Albeit, this is probably because I have to specify the data for each frame. When rendering COLLADA models, the data won’t change per frame and we may see a performance increase.
Today I sat down and started cleaning up the code and I focused on getting points to render. I figured using VBOs to render points would give me some practice before trying to apply them to more difficult situations, such as with COLLADA files. COLLADA models load, but the VBO code isn’t in the right place. With a bit of effort, I managed to render the points just like we used to with the Canvas 3D plug-in.
I experimented with the different types of buffer usages (static, dynamic and stream drawing). I didn’t see any performance change. Albeit, this is probably because I have to specify the data for each frame. When rendering COLLADA models, the data won’t change per frame and we may see a performance increase.
