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	<title>GLGE WebGL Library/Framework</title>
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	<link>http://www.glge.org</link>
	<description>Just another WordPress weblog</description>
	<lastBuildDate>Tue, 14 Feb 2012 09:40:10 +0000</lastBuildDate>
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			<item>
		<title>Variance shadow maps in WebGL</title>
		<link>http://www.glge.org/variance-shadow-maps-in-webgl/</link>
		<comments>http://www.glge.org/variance-shadow-maps-in-webgl/#comments</comments>
		<pubDate>Tue, 14 Feb 2012 09:40:10 +0000</pubDate>
		<dc:creator>Paul Brunt</dc:creator>
				<category><![CDATA[Demos]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[shadows]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.glge.org/?p=268</guid>
		<description><![CDATA[Originally soft shadows in GLGE where implemented using PCF (Percentage Closer Filter) but the results were generally noisy and/or slow.  As a result I thought I&#8217;d try implementing variance shadow maps in webgl. This technique is commonly used for soft shadows and has greatly improved the quality of shadows produced by GLGE.  I&#8217;ve [...]]]></description>
			<content:encoded><![CDATA[<p>Originally soft shadows in GLGE where implemented using PCF (Percentage Closer Filter) but the results were generally noisy and/or slow.  As a result I thought I&#8217;d try implementing variance shadow maps in webgl. This technique is commonly used for soft shadows and has greatly improved the quality of shadows produced by GLGE.  I&#8217;ve put together an example to demonstrate the new shadows:</p>
<p><a href="http://glge.org/demos/shadows/">The Demo</a></p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/WPRp0iFX4GQ" frameborder="0" allowfullscreen></iframe></p>
<h3>Quick Explanation of Variance Shadow Maps in WebGL</h3>
<p>Variance shadow maps don&#8217;t use the depth to directly determine occlusion but instead represent a distribution of depths using the mean and variance.  These can both be calculated over a region using a split kernel to sum the depth and depth squared. You can then obtain the mean and variance from these values and calculate the probability of occlusion at a given depth. The single biggest advantage of this technique is that it can be used with hardware filtering allowing you to get away with smaller shadow buffers without the resulting blockiness.</p>
<p>Using this technique in webgl was made difficult by the lack of a suitable texture format. GLGE gets round the issue by using an RGBA texture, and encoding the sum of depths in the R and G channels and the sum of depth<sup>2</sup> in the B and A channels. This gives 16 bits for each value which has proved to be enough to produce a good results.</p>
<p>The biggest downside to this technique is light leakage (areas lit when they should be in shadow). This can sometimes happen when there are multiple occluders and the assumptions made about the distribution of depths don&#8217;t hold up.  However, it can be greatly reduced by darkening the shadow penumbra and/or reducing the size of the blur. </p>
<h3>Using in GLGE</h3>
<p>The addition of variance shadow maps has led to the addition of two new configuration options for light sources, these are:<br />
Light.setSpotSoftness(value); // Blur size in pixels<br />
Light.getSpotSoftDistance(value); // Value between 0 and 1 the higher the value the darker the penumbra<br />
Adjusting the second option is useful for eliminating light leakage, the higher the value the less things will leak.</p>
<p>Currently only spotlights are using the new variance shadow maps. I&#8217;ll hopefully add to directional lights at some point soon.</p>
]]></content:encoded>
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		<item>
		<title>Vehicle Physics in WebGL using GLGE and JigLibJS</title>
		<link>http://www.glge.org/vehicle-physics-in-webgl-using-glge-and-jiglibjs/</link>
		<comments>http://www.glge.org/vehicle-physics-in-webgl-using-glge-and-jiglibjs/#comments</comments>
		<pubDate>Mon, 25 Jul 2011 17:25:01 +0000</pubDate>
		<dc:creator>Paul Brunt</dc:creator>
				<category><![CDATA[Demos]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[html5]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.glge.org/?p=257</guid>
		<description><![CDATA[I finally have a nice simple implementation of vehicle physics working in GLGE. It&#8217;s not using the vehicle classes directly from jiglibflash, as they proved to be very difficult to get working correctly. Instead, it&#8217;s a new model which relies on the lower level jiblib classes. It&#8217;s slightly simpler than the original jiglibflash version to [...]]]></description>
			<content:encoded><![CDATA[<p>I finally have a nice simple implementation of vehicle physics working in GLGE. It&#8217;s not using the vehicle classes directly from jiglibflash, as they proved to be very difficult to get working correctly. Instead, it&#8217;s a new model which relies on the lower level jiblib classes. It&#8217;s slightly simpler than the original jiglibflash version to making things easier to tweak.  Adding a new vehicle in GLGE is simply a matter of defining the car class, adding the wheels and then attaching the objects that are to represent them ie:</p>
<p><script src="https://gist.github.com/1104371.js?file=gistfile1.kml"></script> Or alternatively if you&#8217;d prefer to use the API:  <script src="https://gist.github.com/1104419.js?file=gistfile1.js"></script></p>
<p>In addition to car physics I&#8217;ve also added some support for fallback materials.  This allows a material to be specified which will be used if the original material fails to work on a particular machine (eg, failing to compile because of too many varyings).</p>
<p>I&#8217;ve published a simple demo of vehicle physics in the <a href="https://github.com/supereggbert/GLGE">github repo</a> demonstrating it&#8217;s use, but I&#8217;ve also put together a more advanced demo to show what can be achieved with only a little effort:</p>
<p><a class="button" href="http://glge.org/demos/cardemo">Live Demo of Vehicle Physics</a></p>
<p>In case you are currently lacking a WebGL browser, here&#8217;s the video:<br />
<iframe width="560" height="349" src="http://www.youtube.com/embed/r_gIAjVD4Dc" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
			<wfw:commentRss>http://www.glge.org/vehicle-physics-in-webgl-using-glge-and-jiglibjs/feed/</wfw:commentRss>
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		<item>
		<title>MD2 Models in WebGL using GLGE</title>
		<link>http://www.glge.org/md2-file-support-in-glge-webgl/</link>
		<comments>http://www.glge.org/md2-file-support-in-glge-webgl/#comments</comments>
		<pubDate>Sun, 26 Jun 2011 16:19:33 +0000</pubDate>
		<dc:creator>Paul Brunt</dc:creator>
				<category><![CDATA[Demos]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[md2]]></category>
		<category><![CDATA[models]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.glge.org/?p=245</guid>
		<description><![CDATA[Just a quick one this time. I&#8217;ll hopefully get a chance to post up some more demos during the week, but first off, I finally got round to adding MD2 support to GLGE. It turns out this is an excellent way to get animated models onto the web, being small and simple. Hopefully, I&#8217;ll be [...]]]></description>
			<content:encoded><![CDATA[<p>Just a quick one this time. I&#8217;ll hopefully get a chance to post up some more demos during the week, but first off, I finally got round to adding MD2 support to GLGE. It turns out this is an excellent way to get animated models onto the web, being small and simple. Hopefully, I&#8217;ll be adding MD3 and MD5 as well before too long. As for using MD2 models it&#8217;s very simple:</p>
<p>var myModel=new GLGE.MD2;<br />
myModel.setSrc({path to md2});<br />
myModel.setMaterial({GLGE Material});<br />
scene.addObject(MyModel);</p>
<p>and to animate:<br />
myModel.setMD2Animation({animation name});</p>
<p><a href="http://www.glge.org/demos/md2demo/" class="button">Live demo</a></p>
<p>Video &#8211; for some reason it&#8217;s a bit choppy <img src='http://www.glge.org/wp-includes/images/smilies/icon_sad.gif' alt=':-(' class='wp-smiley' />  :<br />
<iframe width="640" height="390" src="http://www.youtube.com/embed/G8_U2YtTVn0" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>WebGL Demo: Sky and New Fog options in GLGE</title>
		<link>http://www.glge.org/webgl-demo-sky-and-new-fog-options-in-glge/</link>
		<comments>http://www.glge.org/webgl-demo-sky-and-new-fog-options-in-glge/#comments</comments>
		<pubDate>Wed, 13 Apr 2011 17:36:07 +0000</pubDate>
		<dc:creator>Paul Brunt</dc:creator>
				<category><![CDATA[Demos]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[effects]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.glge.org/?p=238</guid>
		<description><![CDATA[Having the need to create a more elegant blend to the sky recently I was finding the current fog system lacking in that no matter what set up I was attempting there was always a seam between the land and sky.
As a consequence GLGE now has a sky shader system. Which allows for procedural skies [...]]]></description>
			<content:encoded><![CDATA[<p>Having the need to create a more elegant blend to the sky recently I was finding the current fog system lacking in that no matter what set up I was attempting there was always a seam between the land and sky.</p>
<p>As a consequence GLGE now has a sky shader system. Which allows for procedural skies or ordinary sky boxes; in addition, there are two new fog options FOG_SKYLINEAR and FOG_SKYQUADRATIC.  These two new fog options allow you to fade the far distance into the sky as apposed to a solid colour. This results in a more seamless transition from land to sky. There is still an issue when using it in combination with post processing effects but for general purpose use it&#8217;s very easy to set up and use. This is an early first attempt I have a few ideas for improvments that will hopefully come through at some point.</p>
<p><a href="http://www.glge.org/demos/skydemo/" class="button">Live Demo</a></p>
<p>Video:<br />
<iframe title="YouTube video player" width="640" height="390" src="http://www.youtube.com/embed/EJrKWZzRvGQ" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
			<wfw:commentRss>http://www.glge.org/webgl-demo-sky-and-new-fog-options-in-glge/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<item>
		<title>WebGL Demo: JigLib Updates</title>
		<link>http://www.glge.org/webgl-demo-jiglib-updates/</link>
		<comments>http://www.glge.org/webgl-demo-jiglib-updates/#comments</comments>
		<pubDate>Tue, 22 Mar 2011 19:32:50 +0000</pubDate>
		<dc:creator>Paul Brunt</dc:creator>
				<category><![CDATA[Demos]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[javascript physics]]></category>
		<category><![CDATA[jiglib]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.glge.org/?p=234</guid>
		<description><![CDATA[Just a quick one for now, but jiglibjs as well as GLGE has been getting a lot of updates recently. Loads of bug fixes in GLGE. But the exciting news is that JigLibJS now has trimesh support, a new grid system plus a new events system so now you can easily detect collisions within your [...]]]></description>
			<content:encoded><![CDATA[<p>Just a quick one for now, but jiglibjs as well as GLGE has been getting a lot of updates recently. Loads of bug fixes in GLGE. But the exciting news is that JigLibJS now has trimesh support, a new grid system plus a new events system so now you can easily detect collisions within your code.  I&#8217;m working hard to get a proper GLGE plugin written for JigLib so watch this space.  In the meantime here&#8217;s a quick demo:</p>
<p><a href="http://www.glge.org/demos/trimeshdemo/" class="button" >Live Demo</a></p>
<p>And for those who are lacking the GFX card needed or have yet to update their browser:</p>
<p><iframe title="YouTube video player" width="480" height="390" src="http://www.youtube.com/embed/AKEt1RmFJzw" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>New Features and a fun webgl demo</title>
		<link>http://www.glge.org/new-features-and-a-bit-of-fun/</link>
		<comments>http://www.glge.org/new-features-and-a-bit-of-fun/#comments</comments>
		<pubDate>Tue, 22 Feb 2011 19:00:12 +0000</pubDate>
		<dc:creator>Paul Brunt</dc:creator>
				<category><![CDATA[Demos]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[webgl]]></category>
		<category><![CDATA[webgl demos]]></category>

		<guid isPermaLink="false">http://www.glge.org/?p=224</guid>
		<description><![CDATA[It&#8217;s now possible to customize the webgl vertex shader in GLGE the idea being that you can let GLGE do most of the hard work and only add in the extra code needed for custom effects. At the moment you can only update vertex positions but I&#8217;m planing for more. To use it you simply [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s now possible to customize the webgl vertex shader in GLGE the idea being that you can let GLGE do most of the hard work and only add in the extra code needed for custom effects. At the moment you can only update vertex positions but I&#8217;m planing for more. To use it you simply need to wirte a function in GLSL:</p>
<p>vec3 GLGE_Position(vec3 pos){<br />
//code to update position here<br />
}</p>
<p>then feed it into a GLGE object:<br />
object.setVertexShaderInjection({GLSL code to add});</p>
<p>Expect more additions soon with regard to customizing the shaders.  I&#8217;ve also added an optional emit pass to the 2dfilter class so you can now do cool glow effects <img src='http://www.glge.org/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  Here&#8217;s a small demo showing off the new features:</p>
<p><a href="http://www.glge.org/demos/shaderinjection/" class="button">Features Demo</a></p>
<p>In addition I&#8217;ve also been playing around with the idea of adding a dynamic hair effect to GLGE, I&#8217;m still just playing around at the moment. I&#8217;ve put together a fun demo to show where things are at, best viewed with sound <img src='http://www.glge.org/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p><a href="http://www.glge.org/demos/hair/" class="button">Play with the hair ball</a></p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>New Release and Status Update</title>
		<link>http://www.glge.org/new-release-and-status-update/</link>
		<comments>http://www.glge.org/new-release-and-status-update/#comments</comments>
		<pubDate>Sun, 30 Jan 2011 18:03:24 +0000</pubDate>
		<dc:creator>Paul Brunt</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[collada]]></category>
		<category><![CDATA[Demos]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[shadows]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.glge.org/?p=197</guid>
		<description><![CDATA[Since I&#8217;ve not had a release in ages as I never think the time is right and things are pretty together right now I&#8217;m also announcing the release of GLGE 0.8, skipping a few to reflect the number of optimisations and additions that have been made since the last release:
Get GLGE v0.8
As it&#8217;s been awhile [...]]]></description>
			<content:encoded><![CDATA[<p>Since I&#8217;ve not had a release in ages as I never think the time is right and things are pretty together right now I&#8217;m also announcing the release of GLGE 0.8, skipping a few to reflect the number of optimisations and additions that have been made since the last release:</p>
<p><a class="button" href="https://github.com/downloads/supereggbert/GLGE/GLGEv0.8.zip">Get GLGE v0.8</a></p>
<p>As it&#8217;s been awhile since I last posted here is a brief overview of what&#8217;s been going on in the world of GLGE in the last couple of months:</p>
<h3>Collada Support</h3>
<p>Skeletal animation exports from blender 2.5x using the collada are now working quite well, although there are still a few bugs in certain animations, but I&#8217;m working on it. Collada support has also come a long way with a million workarounds and fixes for the various exports; please, if you have a file you&#8217;re having issues with let me know.  I&#8217;ve got a demo using some of the assets from yofrankie exported using the blender 2.55 exporter. I meant to post this before christmas but have been lazily putting off, but here is is now:</p>
<p><a href="http://www.glge.org/demos/frankiedemo/" class="button">View Frankie Demo</a></p>
<p>Video:<br />
<iframe title="YouTube video player" class="youtube-player" type="text/html" width="640" height="390" src="http://www.youtube.com/embed/vt25a2Nmkeg" frameborder="0" allowFullScreen></iframe></p>
<h3>Shadows fixed and improved</h3>
<p>Shadows have been broken for a while so they are now upto the webgl spec. Plus, there was a bug in the shadow code which was reducing the accuracy of the shadows which has now been fixed. Soft shadows are also working again but are very slow still and I&#8217;m sure there is a better way of implementing so it&#8217;s still subject to change. Demo showing off the new fixed shadows in GLGE:</p>
<p><a href="http://www.glge.org/demos/newshadow/" class="button">View Shadow Demo</a></p>
<p>Video:<br />
<iframe title="YouTube video player" class="youtube-player" type="text/html" width="640" height="390" src="http://www.youtube.com/embed/_46Fh1VcVk0" frameborder="0" allowFullScreen></iframe></p>
<h3>Other features and news</h3>
<p>Culling has been added as well as much improved state sorting and other optimisations resulting in much faster rendering. There has also been a major code tidy up and a new build system based on nodejs and using the excellent <a href="https://github.com/mishoo/UglifyJS">uglifyjs</a> has been added. The document generation is now included in the build process using <a href="https://github.com/p120ph37/node-jsdoc-toolkit">node-jsdoc-toolkit</a>, so hopefully documents going out of sync with the source will be a thing of the past.</p>
<h3>Communications</h3>
<p>I&#8217;ve not really been keeping up with the forum and it&#8217;s been causing issues for users posing so I&#8217;m adding a couple more ways to get support for GLGE:<br />
IRC: #glge on irc.freenode.net<br />
EMAIL: glge@googlegroups.com</p>
<h3>Other Projects</h3>
<p>A number of projects have popped up using GLGE as there back end:</p>
<ol>
<li><a style="font-size: 18px;" href="http://gammajs.org/">GammaJS</a> Gamma is a new Javascript library which can be used to create 2.5D platform games for a web browser using the power of HTML, JavaScript, CSS and WebGL. It&#8217;s great that the original reason for GLGE has been realised <img src='http://www.glge.org/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </li>
<li><a style="font-size: 18px;" href="http://www.sirikata.com/blog/?p=184">KataSpace</a> &#8211; a simple web-based application built on the Sirikata platform.  Utilizing many new HTML5 features, WebGL, and Sirikata’s server, KataSpace provides a shared space where users can chat and interact with each other, right from their browsers.</li>
<li><a style="font-size: 18px;" href="http://www.ourbricks.com">OurBricks</a> &#8211; I&#8217;m loving this one, it&#8217;s going to be so useful!</li>
<li><a style="font-size: 18px;" href="http://www.paulbrunt.co.uk/steamcube/">SteamCube</a> &#8211; My entry to the Moz Game On 2010 comp</li>
</ol>
<p>If you are using GLGE for a project please <a href="mailto:glge@paulbrunt.co.uk">drop me a line</a> and I&#8217;ll see about posting a link up on this blog.</p>
<p>There is another little webgl project I&#8217;ve spent some time working on in the last couple of months but more details of that will follow later <img src='http://www.glge.org/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
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		<item>
		<title>Lines and points in GLGE</title>
		<link>http://www.glge.org/lines-and-points-in-glge/</link>
		<comments>http://www.glge.org/lines-and-points-in-glge/#comments</comments>
		<pubDate>Wed, 06 Oct 2010 18:04:53 +0000</pubDate>
		<dc:creator>Paul Brunt</dc:creator>
				<category><![CDATA[Demos]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[line]]></category>
		<category><![CDATA[points opengl ex]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.glge.org/?p=193</guid>
		<description><![CDATA[Sorry I&#8217;ve been neglecting the blog a bit recently but rest assured work goes on   So this is probably one of the most requested features and it&#8217;s been a long time coming rendering points and lines in GLGE. You can now specify an object to render as lines in GLGE simply by setting [...]]]></description>
			<content:encoded><![CDATA[<p>Sorry I&#8217;ve been neglecting the blog a bit recently but rest assured work goes on <img src='http://www.glge.org/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  So this is probably one of the most requested features and it&#8217;s been a long time coming rendering points and lines in GLGE. You can now specify an object to render as lines in GLGE simply by setting the render type on the object:<br />
myObject.setDrawType(GLGE.DRAW_LINES);<br />
myObject.setDrawType(GLGE.DRAW_TRIS);<br />
myObject.setDrawType(GLGE.DRAW_LINELOOPS);<br />
myObject.setDrawType(GLGE.DRAW_LINESTRIPS);<br />
myObject.setDrawType(GLGE.DRAW_POINTS);<br />
with points you can specify the size with:<br />
myObject.setPointSize(10);</p>
<p>View source in the demo below for more verbose instruction on how it work. </p>
<p><a href="http://www.glge.org/demos/linedemo/" class="button">Live Demo</a></p>
<p>Video:<br />
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/R63QeQ_rOhs?hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/R63QeQ_rOhs?hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
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		<slash:comments>19</slash:comments>
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		<title>WebGL – GLGE LOD Support</title>
		<link>http://www.glge.org/webgl-%e2%80%93-glge-lod-support/</link>
		<comments>http://www.glge.org/webgl-%e2%80%93-glge-lod-support/#comments</comments>
		<pubDate>Sun, 05 Sep 2010 12:08:10 +0000</pubDate>
		<dc:creator>Paul Brunt</dc:creator>
				<category><![CDATA[Demos]]></category>
		<category><![CDATA[lod]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.glge.org/?p=190</guid>
		<description><![CDATA[So I&#8217;ve finally got round to adding LOD support to GLGE.  You can now specify the mesh and material to use for a given pixel size. This should be partiulay usefull for mobile devices since GLGE will automatically select the mesh and material based on the pixel size of the object.  I&#8217;ve done [...]]]></description>
			<content:encoded><![CDATA[<p>So I&#8217;ve finally got round to adding LOD support to GLGE.  You can now specify the mesh and material to use for a given pixel size. This should be partiulay usefull for mobile devices since GLGE will automatically select the mesh and material based on the pixel size of the object.  I&#8217;ve done the video, though it&#8217;s probably a bit tough to see the LOD change in that so why not try the live demo:</p>
<p><a class="button" href="http://www.glge.org/demos/loddemo/">Live Demo</a></p>
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]]></content:encoded>
			<wfw:commentRss>http://www.glge.org/webgl-%e2%80%93-glge-lod-support/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>WebGL &#8211; GLGE Updates and Demos .. Video &amp; Canvas Textures Plus Filters</title>
		<link>http://www.glge.org/webgl-glge-updates-and-demos-video-canvas-textures-plus-filters/</link>
		<comments>http://www.glge.org/webgl-glge-updates-and-demos-video-canvas-textures-plus-filters/#comments</comments>
		<pubDate>Sun, 18 Jul 2010 16:23:51 +0000</pubDate>
		<dc:creator>Paul Brunt</dc:creator>
				<category><![CDATA[Demos]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[glge]]></category>
		<category><![CDATA[html5]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.glge.org/?p=176</guid>
		<description><![CDATA[Not one or two but three demos this time. I&#8217;ve spent a little bit of time pulling togther code thats been hanging around for a while resulting in a number of new features. In addition, thanks to an excellent suggestion from Dennis Ippel I&#8217;ve added the ability to chain commands in the API eg:
myGroup.setLocX(10).setLocY(10).addObject(object1).addObject(object2);
Taking it [...]]]></description>
			<content:encoded><![CDATA[<p>Not one or two but three demos this time. I&#8217;ve spent a little bit of time pulling togther code thats been hanging around for a while resulting in a number of new features. In addition, thanks to an excellent suggestion from <a href="http://www.rozengain.com/blog/">Dennis Ippel</a> I&#8217;ve added the ability to chain commands in the API eg:</p>
<p>myGroup.setLocX(10).setLocY(10).addObject(object1).addObject(object2);</p>
<p>Taking it one step further I&#8217;ve also added a quick notatation so you need even less code, so the example above can be written as:</p>
<p>myGroup._({LocX:10,LocY:10},object1,object2);</p>
<p>As well as that I&#8217;ve also got GLGE working in the latest nightlies of chromium and firefox, I&#8217;ve not been able to check webkit so shout if there is an issue. Be warned this may have broken things in older browsers <img src='http://www.glge.org/wp-includes/images/smilies/icon_sad.gif' alt=':-(' class='wp-smiley' /> </p>
<p><strong style="display:block; padding-top: 20px;">2D Filters</strong></p>
<p>GLGE now has the ability to apply 2D post processing filters to 3D scene, at the moment you need to write them in GLSL but I will try and build some common ones in(blur,dof,SSAO,bloom etc) before the next release. I&#8217;ve put together a demo terrain with some God rays and DOF:</p>
<p><a class="button" href="/demos/2dfilterdemo">Play Live Demo</a><br />
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<strong style="display:block; padding-top: 20px;">Video Textures</strong></p>
<p>GLGE can now apply a video as a texture, although the webgl video texture option seems to still be missing in webkit I&#8217;ve worked around it for now by taking the video via the canvas so it should work cross browser. Although the demo is only using ogg theora so I&#8217;m not sure about safari?.</p>
<p><a class="button" href="/demos/videodemo">Play Live Demo</a><br />
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<strong style="display:block; padding-top: 20px;">Canvas Textures</strong></p>
<p>As well as video GLGE can now display 2D canvas as a texture, in addition I&#8217;ve added texture coordinates to the ray query so you can interact with the canvas as you would normally. The demo below demostrates this by allowing you to draw onto the canvas that is being mapped to the cube.</p>
<p><a class="button" href="/demos/canvasdemo">Play Live Demo</a><br />
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]]></content:encoded>
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		<slash:comments>26</slash:comments>
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