Very neat. I'm happy to see that the demo scene magic still exists. I thought the days of seeing an animated ray traced scene from a 256 byte EXE were over. This runs fluidly on my Chrome/Sandy Bridge/Ubuntu setup.
I like the demo on the "front page", as well: http://demoseen.com/ It crashes though, when you run it with this hash: 0FP$9jj!i1!!!DPD!t!!!!!~ It spun up 5M threads before it died, which was admittedly fun to watch.
Show HN: My first WebGL demo, the first self-extracting PNG ever?
21–30 of 56 posts
Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?
#22Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?
#23Heh. Screen went black for a while, after which: "Display driver nvlddmkm stopped responding and has successfully recovered." Using an old NVIDIA GeForce 6200 with driver 8.17.12.7533 on a 32-bit Windows Vista SP2, browser was Google Chrome 12.0.742.122.
Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?
#24Heh. Screen went black for a while, after which: "Display driver nvlddmkm stopped responding and has successfully recovered." Using an old NVIDIA GeForce 6200 with driver 8.17.12.7533 on a 32-bit Windows Vista SP2, browser was Google Chrome 12.0.742.122.
It's fairly GPU intensive, and if Windows Vista/7 don't get a response from the GPU after a short period of time, it'll restart the drivers. Happens every once in a while even on newer GPUs, unfortunately.
Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?
#25Earlier quoted context omitted.
Nope. You have a js error somewhere: Uncaught ReferenceError: S is not defined
That's not a JS error. 'S' is a function defined in WebGL, which gets pulled out and names are passed through a regex that filters out certain characters. So it's not getting a WebGL context, and thus that function never ends up being pulled into the global namespace.
Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?
#26Earlier quoted context omitted.
I cannot, although all of the demos I've tried here work: http://www.khronos.org/webgl/wiki/Demo_Repository
Only thing I can think of at this point is that you have an extension inserting something into the body before the canvas. While on Magister, drop javascript:alert(document.body.firstChild) into the address bar and see if you get the canvas -- if not, that's the problem.
Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?
#27To see if your browser supports webgl, go to http://webglreport.sourceforge.net/
On a pokey mac mini, I get a few frames per second and about 5-15% CPU use in Firefox and chrome
Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?
#28Earlier quoted context omitted.
I cannot, although all of the demos I've tried here work: http://www.khronos.org/webgl/wiki/Demo_Repository
Only thing I can think of at this point is that you have an extension inserting something into the body before the canvas. While on Magister, drop javascript:alert(document.body.firstChild) into the address bar and see if you get the canvas -- if not, that's the problem.
Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?
#29Apologies, but nothing happens when I view it. Running Chrome 12.0.742.122. I see the initial raw PNG splat, but get nothing but a lot of high cpu and a blank browser screen after running a couple minutes.
about:gpu
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#30 magister.html: PNG image data, 1242 x 1, 8-bit grayscale, non-interlaced
If you look at this in an image viewer, it's as advertised: a long black bar.So what this is is some garbage data with a PNG header, a token PNG image, and some HTML that bootstraps a javascript program whose main body looks like binary garbage. But it's not a self-extracting PNG, it's a very strange HTML document with a PNG header.
That's not to say it's not impressive, but the running demo looks nothing like the PNG data.