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I was trying to get WebGL2 RGBA16UI textures working, and they seemed to work as shown by the answer from my previous question: How to create a 16 bit unsigned integer/unsigned short 2D texture in ...
Olivia Smith's user avatar
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1 answer
115 views

According to this MDN page EXT_blend_minmax has been supported since Chrome 38 and Firefox 47. I'm trying to use it from Three.js. However, it doesn't work for me with either latest Chrome or latest ...
aggregate1166877's user avatar
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1 answer
182 views

I'm trying to use the texImage2d, my ArrayBufferView have a type Int16Array and when I'm using the texImage2D with type INT return me this error: WebGL: INVALID_ENUM: texImage2D: invalid type this is ...
kkinghe's user avatar
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1 answer
138 views

I want to add instancing to my WebGL application, which works fine using gl_InstanceID for devices running WebGL2. However, I want to also support older devices running WebGL1 - apparently this is ...
Aidenhjj's user avatar
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0 answers
1k views

I have been working on a game and trying to upload it to the chrome extension store. When i open it through the manifest or clicking on index.html file it shows a blank screen and does not load at all....
Bentley100's user avatar
2 votes
0 answers
210 views

I have read other posts (for example this) that shows how to render integer texture (R16I) via WebGL. However, it is using the gl.NEAREST for texture filtering for minification and magnification gl....
lorraine's user avatar
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1 answer
578 views

In webGL1 it was possible to test the availability of a GLSL extension from a fragment shader using (for instance) #ifdef GL_EXT_shader_texture_lod . It seems to no longer be working in webGL2 (=GLSL-...
Fabrice NEYRET's user avatar
3 votes
1 answer
6k views

I am learning WebGL and I can feel that my speed is so slow because I am having a hard time debugging my code. Is there any extension or tool with help of which I can know the value of buffer, ...
Pravin Poudel's user avatar
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1 answer
312 views

I try to draw multiple icon on screen and I use drawArraysInstancedANGLE method. I try to use multiple texture like this but some icons draw diffrent geometry, I can not find what draw like that. I ...
H. Akkaya's user avatar
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1 vote
2 answers
1k views

I have a certain library that uses WebGL1 to render things. It heavily uses float textures and instanced rendering. Nowadays it seems like support for WebGL1 is pretty weird, with some devices ...
user2503048's user avatar
  • 1,061
2 votes
0 answers
1k views

I've been surprised to find out that my Android phone does not support OES_texture_float extension, but fully supports WebGL2, which has floating texture functionality as baseline. What could cause ...
riv's user avatar
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0 votes
0 answers
48 views

The specification for [NoInterfaceObject] states that the attribute "should not be used in specifications unless required to specify the behavior of legacy APIs". Is there something about the WebGL ...
Zachary Burns's user avatar
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2 answers
709 views

I'd like to use WebGL Extensions from within Rust code that is compiled to WebAssembly. The web_sys::WebGlRenderingContext has a method get_extension which returns a JsValue. I expect there is a way ...
Zachary Burns's user avatar
2 votes
0 answers
708 views

In WebGL we have special extension EXT_disjoint_timer_query for proper GPU profiling, but I can't find good manual how to use it. For example initialization below works in my machine let gl = canvas....
Pavel Melnikov's user avatar
2 votes
1 answer
2k views

I can't bind R32F texture to framebuffer, because such textures are not "color renderable by default" according to this source. But then it says "those features are available as optional extensions". ...
George Cherevichenko's user avatar
3 votes
1 answer
3k views

I have been trying to learn THREEJS shader materials. So far I understand how uniforms, vertexShader, and fragmentShader play a role in projecting and coloring the vertices and fragments in the world ...
Srinivasan Ramachandran's user avatar
6 votes
1 answer
1k views

Does anybody know what the deal is with declining support for the WebGL extension OES_texture_float on Android over the years? https://webglstats.com/webgl/extension/OES_texture_float?platforms=...
fieldtensor's user avatar
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0 answers
924 views

I want to use the WEBGL_draw_buffers extension. Besides enabling the extension by gl.getExtension('WEBGL_draw_buffers'); in the JavaScript, one apparently has to enable the extension in the shader as ...
Muad's user avatar
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3 votes
1 answer
1k views

I got a chance to update our renderer we use to WebGL2. To make the renderer as backward compatible as possible we keep tracking of loaded extensions( as we did before the upgrade ) and emulate ...
Kos's user avatar
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0 votes
1 answer
347 views

Old WebGL context has EXT_sRGB extension. That extension exposes 4 constants: { SRGB_EXT : 35904, SRGB_ALPHA_EXT : 35906, SRGB8_ALPHA8_EXT : 35907, ...
Kos's user avatar
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2 votes
1 answer
3k views

In web tools such as shadertoy, my fragment shader source is included in a main() I don't control or see. It would be the same if I were distributing some GLSL library. My problem is ensuring ...
Fabrice NEYRET's user avatar
0 votes
1 answer
445 views

I have a webgl shader set up with some shaders. I'm using multiple render targets (gl_FragData[]) In the first shader, I can output to gl_FragData[0] = vec4(..); gl_FragData[1] = vec4(..); ...
user2023112's user avatar
5 votes
2 answers
9k views

I am new to graphics and webgl. i am facing problem in setting proper transparency for the model in webgl 1.0. Model contains more than one part (geometry). shader code is "if (usetransparency > ...
Srinivas's user avatar
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1 vote
0 answers
835 views

I'm working on the Image Based Lighting portion of a PBR shader in three.js. I'm using a .dds cubemap texture, brought in through DDSLoader. I'm getting terrible seams in the lower lods on chrome and ...
user3889022's user avatar
0 votes
1 answer
4k views

How to use the OES_texture_float extension? and create a texture as a floating point one for that? As webGL 1 extension lists: var ext = gl.getExtension("OES_texture_float"); var linear = gl....
bruce's user avatar
  • 1,314
7 votes
3 answers
5k views

I'm noob at WebGL. I read in several posts of ND-Buffers and G-Buffers as if it were a strategic choice for WebGL development. How are ND-Buffers and G-Buffers related to rendering pipelines? Are ND-...
deblocker's user avatar
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0 votes
1 answer
225 views

In the environment I can use the extension WEBGL_depth_texture, I guess there is no use of render buffer object(RBO). The depth texture is more convenient rather than using RBO since I can use it as ...
kyasbal's user avatar
  • 1,212
5 votes
2 answers
979 views

I made a framebuffer object using the webgl_draw_buffers extension in order to provide three color buffers: colorBuffer0 = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, ...
JRM's user avatar
  • 51
0 votes
1 answer
245 views

I am trying to learn webGL, tried to implemement phong shading following this sample code on the link http://voxelent.com/html/beginners-guide/chapter_3/ch3_Sphere_Phong.html I get two errors on ...
struggling's user avatar
2 votes
1 answer
4k views

I am WebGL beginner and trying to draw multiple objects, I have already rendered one, now going for multiple. There are very less tutorial for multiple object rendering, the one that i could find was ...
struggling's user avatar
3 votes
2 answers
4k views

I am under a situation that i have two canvas, and i want to display the same object in both canvas (in fact i have to display different objects in each canvas, but i want to start by showing same ...
struggling's user avatar
16 votes
1 answer
4k views

I want to be able to use the OES_texture_half_float extension in WebGL and provide my own data but there's no Float16Array in JavaScript. So how do I generate half float data?
user avatar
0 votes
1 answer
2k views

How to use the OES_texture_float extension? I do not understand that it is necessary to specify the arguments the function texImage2D. var fb=gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER,...
Анатолий Грабаров's user avatar
0 votes
1 answer
1k views

I recently came across a graphics intensive page and wanted to use my Nvidia card (and not the inbuilt Intel) to render it. Upon looking for how to do that, one of the things I was required to do was ...
physkets's user avatar
  • 182
2 votes
0 answers
1k views

using threejs to create a sphere with texture. in Chrome (41.0.) on Samsung Tab 4 (Android 4.4.2) I am getting the following console: THREE.WebGLRenderer: OES_texture_float_linear extension not ...
bboy's user avatar
  • 1,408
0 votes
1 answer
6k views

Friends, I need your help, the following code in three.js, all return null in this line: _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes )...
Lindy's user avatar
  • 297
2 votes
0 answers
1k views

I'm attempting to use the ANGLE_instanced_arrays extension in WebGL to render multiple instances of an object with different mat3 transformation matrices. This is the code related to the buffer for my ...
Ben Dilts's user avatar
  • 10.8k
2 votes
1 answer
898 views

The following model has good performance on several low-end machines: http://examples.x3dom.org/example/x3dom_sofaGirl.html However on a MacBook Pro with Nvidia GT 650m the framerate is very low. I ...
user2939415's user avatar
3 votes
1 answer
6k views

I am in the process of integrating post processing effects into my 3D engine. I have hit a roadblock with capturing depth data using a FrameBuffer Object with WebGL. There has been no issue capturing ...
Paul Renton's user avatar
  • 2,690
1 vote
2 answers
2k views

I'm trying to load images in WebGL, and then uploading them to the GPU. I'd like to use a compressed texture format, even though the original images are uncompressed/lossless. To upload, this is what ...
zeh's user avatar
  • 10.8k
1 vote
2 answers
4k views

I am trying to copy a texture framebuffer to another one in WebGL, and so far it just gives an black screen. I am able to render in the texture framebuffer without problems. Here is the code I ...
Erunehtar's user avatar
  • 1,732
0 votes
2 answers
2k views

I have trouble getting the webgl extension WEBGL_draw_buffers on chrome. My GPU should definitely support multiple draw buffers, Firefox supports the extension, but Chrome does not list it. Is there ...
Robert Autenrieth's user avatar
1 vote
0 answers
843 views

I wrote a web application that draws an interactive scene, including shadow mapping, using JavaScript and WebGL. I'd like to make sure that this site works on as many Android devices as reasonably ...
Dreamer's user avatar
  • 1,278
0 votes
1 answer
545 views

Here is the list of GL extensions I get when I run my WebGL project: GL_WEBKIT_WEBGL_compressed_texture_s3tc WEBKIT_EXT_texture_filter_anisotropic OES_texture_float_linear ...
Erunehtar's user avatar
  • 1,732
5 votes
1 answer
5k views

I want to render position or depth to a floating texture. I use vsnTexture = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, { minFilter: THREE.NearestFilter, ...
yongnan's user avatar
  • 415
2 votes
2 answers
2k views

I am writing a EbGL based HTML application that uses ASTC (Adaptive Scalable Texture Compression) compressed textures to be loaded on my triangle. I would like to know that does there exists a way to ...
dennis's user avatar
  • 700
2 votes
1 answer
4k views

I am working on a WebGL (using ThreeJs) application that, obviously, shows 3D models, and we are using some effects (shaders), looking to make a test to know whether the user can run the app or not, I ...
Abu Romaïssae's user avatar
0 votes
2 answers
57 views

I have a scene showing one object in multiple models. Each model displays the object at a variable state. There's a slider to switch between multiple models. My problem is that when the user rotates ...
El Dude's user avatar
  • 5,708
2 votes
1 answer
153 views

I am trying to load & remove models from the main webgl view with philoGL. In the original script I found the place where one model is loaded. However, I want to remove the first model and ...
El Dude's user avatar
  • 5,708
0 votes
0 answers
89 views

I am working on some compression support in WebGL-Webkit. So I was looking at existing S3TC support provided in WebGLRenderingContext.cpp file in Webkit code. What confuses me is the code written ...
dennis's user avatar
  • 700