From 0 to glTF with WebGPU: Basic Materials and Textures
1–10 of 13 posts
Re: From 0 to glTF with WebGPU: Basic Materials and Textures
#2Re: From 0 to glTF with WebGPU: Basic Materials and Textures
#3It's quite impressive how many more lines of javascript and shading is required to show this in a browser, than it requires to bring a window on the screen and show a texture on it using plain C.
Re: From 0 to glTF with WebGPU: Basic Materials and Textures
#4Re: From 0 to glTF with WebGPU: Basic Materials and Textures
#5It's quite impressive how many more lines of javascript and shading is required to show this in a browser, than it requires to bring a window on the screen and show a texture on it using plain C.
only if you look past the uncount(ed|able) lines of plain C it would take to make it usable on any device, by everyone with a web browser
With freeglut it's fairly doable to make a version that has wider support than this webpage. Though I definitely prefer this post's syntax to OpenGL.
Not sure if that matters though, given that this is clearly meant as a tutorial for WebGPU, but there's still a ways to go before WebGPU can claim to have broad support.
Re: From 0 to glTF with WebGPU: Basic Materials and Textures
#6if that is his actual name, he should promptly grab himself a new web domain in India that will usher in a new world of spectacular 3d graphics
Re: From 0 to glTF with WebGPU: Basic Materials and Textures
#7It's quite impressive how many more lines of javascript and shading is required to show this in a browser, than it requires to bring a window on the screen and show a texture on it using plain C.
Re: From 0 to glTF with WebGPU: Basic Materials and Textures
#8It's quite impressive how many more lines of javascript and shading is required to show this in a browser, than it requires to bring a window on the screen and show a texture on it using plain C.
Re: From 0 to glTF with WebGPU: Basic Materials and Textures
#9Earlier quoted context omitted.
only if you look past the uncount(ed|able) lines of plain C it would take to make it usable on any device, by everyone with a web browser
Except for the people using firefox (stable), or any mobile device. With freeglut it's fairly doable to make a version that has wider support than this webpage. Though I definitely prefer this post's syntax to OpenGL. Not sure if that matters though, given that this is clearly meant as a tutorial for WebGPU, but there's still a ways to go before WebGPU can claim to have broad support.
Additionally, while I tend to bash WebGL and WebGPU lagging behind native counterparts, they are great in one thing, being 3D APIs designed specifically for managed languages.
Also Firefox does WebGL, and if they would have used Threejs or BabylonJS, it would be used instead.
Re: From 0 to glTF with WebGPU: Basic Materials and Textures
#10It's quite impressive how many more lines of javascript and shading is required to show this in a browser, than it requires to bring a window on the screen and show a texture on it using plain C.
Tell us that you never used Vulkan, without telling us.