Live data from Hacker News

How to Create the Apple Fifth Avenue Cube in WebGL

tympanus.net

21–25 of 25 posts

Re: How to Create the Apple Fifth Avenue Cube in WebGL

#22
post #20
post #15

Earlier quoted context omitted.

WebGL is a subset of OpenGL ES, some stuff like compute shaders isn't available.

WebGL 2.0 is a version of OpenGL ES 3.0, which does not have compute. That was added in 3.1.

Indeed, I keep forgetting that the latest OpenGL ES version is 3.2, and all attempts to bring it into WebGL failed.

Still not every ES 3.0 feature is available.

Re: How to Create the Apple Fifth Avenue Cube in WebGL

#23
post #9

Earlier quoted context omitted.

This is the opposite problem of why I enjoyed the article! I understand why they used Regl (as they say, it's because WebGL is ludicrously verbose)... so the article was great for me as someone comfortable with the the very basic basics! If you're just getting started and want to do it from completely from scratch, then https://webglfundamentals.org (or https://webgl2fundamentals.org - though I'm starting to fear Web…

It's not supported on Mac/iOS. Apple's solution to this was going to be WebGPU, but it's been in committee hell for way too long, and Apple is seemingly intent on torpedoing any goodwill they have left. Google has since picked up the slack and is working to add WebGL 2 to WebKit on Mac/iOS platforms. https://bugs.webkit.org/show_bug.cgi?id=126404

I'm not sure how to interpret your theory of what is happening behind the scenes - Switching WebGL to use ANGLE on Safari/WebKit is a Google-led project and Apple is "meh" on it?

Your link is just talking about the feature being blocked on the ANGLE switch.

Re: How to Create the Apple Fifth Avenue Cube in WebGL

#24
post #16
post #6

Earlier quoted context omitted.

OpenGL (which WebGL is a sister API of) is a relatively obnoxious API to work with, requiring lots of calls to set an maintain state, as well as pick which state you're working with for a give call. (conceptually you can think of there as being a bunch of static variables that point to the current state for a call). This is IMO one of the biggest barriers to OpenGL, although I believe they've made some of this more e…

Picogl, threejs or Babylonjs would have been better choices, given their usage across WebGL community.

Picogl looks like you still have to manage state, whereas ThreeJs and BabylonJs are both fairly high level iirc?

Seems like the framework used in the tutorial is somewhat in between, where you're still using opengl concepts but without having to do state management.

Post reply on HN