WebGL Tombstone – lighting model

In the previous post we looked at how to deform a 3D mesh by using a depth map drawn onto a 2D canvas. In particular, we’d draw a pattern onto a canvas and have that pattern “carved” out of a slab of rock. There’s a live demo here, if you haven’t seen it already. Last […]

WebGL Tombstone – part 2

In the previous post we looked at how to link up a 2D HTML canvas with an object in a 3D scene, so that when we drew on the canvas, the drawing would appear on the surface of an object in the 3D world. Specifically, we were painting onto a tombstone. Today, we’ll look at […]

WebGL – working with GLSL source files

If you are doing anything THREE.js/WebGL related, sooner or later you are going to start spending a significant amount of your time working in GLSL, rather than in JavaScript. This post is going to cover the workflow I have adopted, to make development faster and more enjoyable. The context here is a THREE.js app that […]

WebGL Tombstone – part 1

Recently, I’ve been combining 2D Canvas objects with WebGL Canvas objects, and figured it would be nice to put together a demo with some of the techniques used. An obvious application for these techniques is an in-browser tombstone designer, that’ll let us take a nice slab of rock and draw and carve all over it. […]

Intro to (images in) Go – UI

This post is part of a series. For a listing of all the posts, as well as instructions on running the code, see here. A few posts back, we looked at how to set up a simple HTTP server and also how to communicate with a web page using WebSockets. Today we’ll combine this with […]