WebGL

White edges appearing at edge of cube

痞子三分冷 提交于 2020-01-23 03:55:06
问题 When I render a cube and texture it I end up with white edges along the cube. I've checked the vertex and texture coordinates and they look fine to me. My texture is a power of 2. It is a texture map containing 4x4 textures in which each texture is 16x16 pixels. Does anyone have any suggestions? 回答1: I guess you are experiencing texture bleeding. You can solve it by either using GL_CLAMP on your textures or adjusting slightly your UV coordinates to 0.0005 and 0.0095 (for instance) instead of

Embedding ChakraHost (c#) for WebGL example

家住魔仙堡 提交于 2020-01-22 01:48:05
问题 I have looked into the example involving embedding the javascript framework (paper.js) for drawing output to XAML's CanvasControl through the JsBridge implementation of ChakraHost. To include the paper.js framework and the javascript to call the framework (e.g. the paper.js's tadpoles example), we only need these statements: await host.ReadAndExecute("paper-core.js", "paperjs-refs"); await host.ReadAndExecute("tadpoles.js", "paperjs-refs"); To embed a WebGL javascript framework using e.g.

基于WebGL的点云全景可视化

荒凉一梦 提交于 2020-01-20 00:43:14
项目总结——基于WebGL的点云全景可视化 https://blog.csdn.net/qq_27550989/article/details/78825295 http://zouxianghong.github.io/Lasdb-Viewer/ https://github.com/zouxianghong/Lasdb-Viewer Potree(在Web浏览器中呈现大量点云)[译文] http://www.pianshen.com/article/523821154/ 使用Potree进行点云可视化 https://www.jianshu.com/p/f8dd84651526 WebGL three.js学习笔记 加载外部模型以及Tween.js动画 https://www.cnblogs.com/nsytsqdtn/p/10850548.html 来源: CSDN 作者: 知识在于分享 链接: https://blog.csdn.net/baidu_40840693/article/details/104043383

Javascript and WebGL, external scripts

99封情书 提交于 2020-01-19 21:34:10
问题 Just curious; How do I place my webgl shaders, in an external file? Currently I'm having; <script id="shader-fs" type="x-shader/x-fragment"> #ifdef GL_ES precision highp float; #endif void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); } </script> <script id="shader-vs" type="x-shader/x-vertex"> attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); } </script> In my html header,

Proper way to detect WebGL support?

落花浮王杯 提交于 2020-01-18 15:51:50
问题 I am attempting to detect WebGL support across multiple browsers and I've encountered the following scenario. The current version of Firefox appears to report positive support using the following check, even when the visitor's video card is black-listed and/or WebGL is disabled: if (window.WebGLRenderingContext) { // This is true in Firefox under certain circumstances, // even when WebGL is disabled... } I've tried instructing my users to enable WebGL using the following steps. This has

Proper way to detect WebGL support?

我是研究僧i 提交于 2020-01-18 15:51:00
问题 I am attempting to detect WebGL support across multiple browsers and I've encountered the following scenario. The current version of Firefox appears to report positive support using the following check, even when the visitor's video card is black-listed and/or WebGL is disabled: if (window.WebGLRenderingContext) { // This is true in Firefox under certain circumstances, // even when WebGL is disabled... } I've tried instructing my users to enable WebGL using the following steps. This has

Proper way to detect WebGL support?

一世执手 提交于 2020-01-18 15:50:29
问题 I am attempting to detect WebGL support across multiple browsers and I've encountered the following scenario. The current version of Firefox appears to report positive support using the following check, even when the visitor's video card is black-listed and/or WebGL is disabled: if (window.WebGLRenderingContext) { // This is true in Firefox under certain circumstances, // even when WebGL is disabled... } I've tried instructing my users to enable WebGL using the following steps. This has

WebGL之构建导洞多边形

让人想犯罪 __ 提交于 2020-01-17 13:26:33
nannan 岛洞多边形是一种复杂几何对象类型。SuperMap iDesktop中的定义是:在可编辑状态下,将两个或两个以上具有包含关系的面对象在重合区域进行处理(删除或者保留,面对象为偶数则重合部分将删除,为奇数则保留),最终形成一个岛洞多边形。如一个区域内有湖泊时,就会得到一个岛洞多边形。 在SuperMap iDesktop中构建岛洞是在“对象操作”选项卡的“对象编辑”组的 Gallery 控件中,单击“岛洞多边形”按钮进行构建。那在WebGL里怎样构建导洞多边形呢? 废话不多说先看代码: var a = viewer . entities . add ( { description : '导洞多边形' , name : '导洞多边形' , polygon : { hierarchy : { positions : Cesium . Cartesian3 . fromDegreesArray ( [ 116.4525002702803 , 39.91763593039303 , 116.4524277756575 , 39.91749472800861 , 116.4526350747873 , 39.91730490220515 , 116.4528973931777 , 39.91749703349371 , 116.4525002702803 , 39

How do I tell frag-shader which texture (of many previously loaded textures) to use per vertex of an external generated 3D file?

╄→尐↘猪︶ㄣ 提交于 2020-01-17 08:27:27
问题 I'm trying to figure out the best way to load a textured 3D model into my webGL application but I'm having some trouble with it. My 3D models have more than 1 texture and I don't know how to tell the shader which texture to use per vertex as this info doesn't seem to be included into the 3D files I looked into so far. I'll give an example: I have modeled a wooden chair with a leather seat/cushion in Blender. Which format should I export the chair to make it easy and efficient to extract: -

Issue when rendering a torus in webGL

青春壹個敷衍的年華 提交于 2020-01-17 04:57:31
问题 I'm writing a program that is supposed to draw 3D parametric shapes in webgl. The code I have currently seems to work (mostly) for a sphere, but when I switch out the equations used to find x, y, and z, for a torus, only the top half of the torus is being rendered (in the x-y plane). All of the parametric equations I have (for a sphere, a torus, and a cylinder) work when just the 2d canvas context is used without any webgl; however, when webgl is used, there seems to be a problem. In addition