Well another week and another new feature. Since I’ve really only had one sort of feature request from anyone I decieded to give it top priority and implement it ASAP. This turned out to be more challenging then I had first thought, mainly due to hours trying to find a stupid mistake I made early on
I’ve still got to do some optimization, but it’s reasonable performance at the moment.
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Picking Added
January 17th, 2010Implemented Shadows
January 10th, 2010Shadows are finally working in GLGE. It’s taken a little longer then expected as rendering a depth map to a texture doesn’t seem to be working in any browsers and checking out the firefox code it would seem it’s just not supported there yet. Until it is, It’s been hacked a bit encoding and decoding the depth from the rgb values. It works but it’s a more intensive an operation then it should be so spares use is recomended! This one works on firefox but I’m getting slow frame rates and I’m still not sure why, the JS isn’t that that complex and the frame rate is fine on chromium so it’s not the GFX card end either.
In addition this week I’ve added parsing of color values attributes in the XML so you can now specfy light/material colours using the normal HTML syntax ie “#ff0000″ “red” “rgb(255,0,0)”.
Click here to view the latest demo





