Javascript spikeball
Few days ago I was speaking with mrdoob about 3d engines and he showed me one of the projects he's working on: three.js it's a javascript framework to be able to use the browser canvas to paint 3D stuff :)
Its sounded funny: 3D... optimization... it's looks "just" like other demoscene plataform.
So I'm trying to help to improve it and while getting use of the js syntax and so on, here you have a little test I've made (just click on it):
Btw, the effect is based on the code of one of our Stravaganza productions: This way (64kb version also available here)
SOMVis first release
I've just uploaded a little program for SOM visualization of data sets. You can check it here
GLSL code stringify
I just started few weeks ago with GLSL and I was trying to find the best way to include shader code into my intro.
I found out many ways, the two following ways were easy to use just having a little text converter, but hard to manage changes because you always mistake while entering the separators:
GLchar* vs="void main(void)"
"{"
"gl_TexCoord[0] = gl_MultiTexCoord0;"
"gl_Position = ftransform();"
"}";
This one is even harder to read:
GLchar *vs_test ="void main()\r\n\
{\r\n\
gl_Position = ftransform();\r\n\
}";
But finally, I found a much simpler and good looking way to stringify the shader:
#define STRINGIFY(A) #A
GLchar* vs_blur=STRINGIFY(
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
});