Mostrando las entradas con la etiqueta glsl. Mostrar todas las entradas
Mostrando las entradas con la etiqueta glsl. Mostrar todas las entradas

miércoles, junio 29, 2011

Loops, loops, loops

There is a problem with webgl... more exactly with glsl, more more exactly with angle... the problem is that is the worst part in all the webgl development. It is slow, the compilation is slow, there is a lot of problems. I know, that is the cost for portability, bust right know that cost is to high.

It is imposible to compile a loop with 60 iterations, the browser simply dies... I hope there is hope... but for now... I work without angle.

and again... you can do a lot of things in webGL without matrices... it's very nice... If someone have some idea how to put webGL in my blog, tell me and I will show you some examples.

martes, junio 28, 2011

When it isn't my problem, loops in webgl

Ok... today... working... doing things.... and I have an spectacular loop in my GLSL code for webGL, before when the CPU and GPU did their job it wasn't a problem, but telling the GPU to do CPU stuff, is crazy... so a loop... I get nervous, and yes... I got a problem:

for (int i = 0 ; i < 2 ; i++) // don't work

for (int i = 1 ; i < 3 ; i++) // work
{
ii= i-1; // just to be nice ;-)
}

but... it was not my problem... it's angle problem... so bad... so sad...

So... may be your code is good... but the compiler is "bad".

And.. I hope some day to start writing about doing non-3D graphics with webGL, fast, good and without matrices!!!.

cya.