webgl-fundamentals
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WebGL lessons that start with the basics
form the lessons webgl-2d-matrices. function m3.multiply(a,b) means matrix b multiply matrix a(b is left). so not translation, rotation and scale. should be scale, rotation and translation.
I think it's worth mentioning that, if you have a texture of type `LUMINANCE`, when you read its content in shader, the `shader value` will be `the value you supplied`/255....
As we use 片段 rather than 片断 when talking about computer graphics in Chinese.
Maybe you should make a short article about point sprites- drawing GL_POINTS, setting gl_PointSize and interpolating your texture with gl_PointCoord
translation ended up giving me massively skewed projections when doing 2d transforms. translate does: 1 0 0 0 1 0 tx ty 1 it needs to do: 1 0 tx...
(no change in content)
In this commit, I'm only editing the fundamentals page but I imagine this is the most-read page within the project, so I'm hoping it makes the biggest impact. By and...
I think this is a more accurate Chinese translation: 片段 / 片断 -> 片元
Describes why after applying perspective the F clips earlier when moving towards the screen. Not sure if I described well enough? Maybe the math should go in a new line...
in m3.js, the inverse function: const m00 = m[0 * 4 + 0]; const m01 = m[0 * 4 + 1]; const m02 = m[0 * 4 + 2]; const...