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Showing results for tags 'webgl 2.0'.
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Hello, friends. There was such a task. Start up one! a wave over a sphere, which, as it were, looks like a map of the planet, which (map) in turn is generated from planeBufferGeometry and then these geometries are combined using THREE.BufferGeometryUtils.mergeBufferGeometries(geometries, false); Code of vertex shader: vertexShader:` varying vec2 vUv; uniform float time; void main(){ vUv=uv; vec3 newposition = position + position*sin(position.z*12.)*0.03; gl_Position = projectionMatrix * modelViewMatrix * vec4( newposition, 1. ); } `, The question is how to make only this one "wave", i.e. so that sin does not go over the entire sphere, but only in the middle, for example. And further. How can I change the direction of this "wave", now it comes from the Z coordinate of this sphere, I need it to go from the position I have defined (for example, approximate coordinates of London).
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Hi, Is there any example how to initialize BabylonJS WebGL 2.0 Context ? Do BabylonJS alrealdy support WebGL 2.0 Version? Can we try to initialize and use WebGL 2.0 with babylonJS? How do we init scene with BabylonJS as WebGL 2.0 ? Are BabylonJS's canvas,engine and scene initialization same as WebGL 1.0 ? Is thre any Playground how to use canvas, how to initialize engine and scene so BabylonJS use only WebGL 2.0 ? Greetings Ian
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I just got Chrome 56 (56.0.2924.87) on one of my devices (Sony XPERIA Tablet) this morning. I still only show WebGL 1.0 from chrome://gpu Is this something that has to be turned on for Android? I know Pixel is running WebGL 2.0, at least on Google employees phones.