GLGE is a javascript library intended to ease the use of WebGL; which is
basically a native browser javascript API giving direct access to openGL
ES2, allowing for the use of hardware accelerated 2D/3D applications
without having to download any plugins.
The aim of GLGE is to mask the involved nature of WebGL from the web
developer, who can then spend his/her time creating richer content for
the web.
GLGE now has a render to texture feature within the material system. In addition to rendering to texture GLGE also has common transforms built-in which allows you to create complex effects such as water with only a few lines of mark up. I’ve put together a demo showing how to achieve a water effect with reflections and refractions. The interesting part is that to define the material only took a few lines of XML:
Although this demo show water many other effects can be achieved, reflections on floors mirrors etc. Hopefully it will also allow for portals between scenes shortly, but is currently limited to cameras in the same scene. This feature is not currently working in firefox and you will need a nightly of a webkit browser to view the demo since the RTT is using the DEPTH_STENCIL_ATTACHMENT which has yet to make it into firefox, fingers crossed it won’t be long!
As you may now be aware I’m not very good at drawing a line and issuing a release; there always seems too much left to do. So, I’ve been killing as many bugs as possible the last couple of weeks and fixing shader issues, adding parallax mapping and I can now say that GLGE v0.2 is go. Since the last release there have been a lot of new additions, including:
shadow
collada support
gpu picking
fog
text rendering
parrallax mapping
and many optimizations
I’ve put together a little demo showing off some of the new features; it’s quite large so may take awhile to load on slower connections. I wanted to do something a little more involved but I think that will have to wait for the next release: