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
Sorry I’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’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:
with points you can specify the size with:
View source in the demo below for more verbose instruction on how it work.
Not one or two but three demos this time. I’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’ve added the ability to chain commands in the API eg:
Taking it one step further I’ve also added a quick notatation so you need even less code, so the example above can be written as:
As well as that I’ve also got GLGE working in the latest nightlies of chromium and firefox, I’ve not been able to check webkit so shout if there is an issue. Be warned this may have broken things in older browsers
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’ve put together a demo terrain with some God rays and DOF:
GLGE can now apply a video as a texture, although the webgl video texture option seems to still be missing in webkit I’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’m not sure about safari?.
As well as video GLGE can now display 2D canvas as a texture, in addition I’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.