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Learningwebgl #4
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Hey @asakeron, I've implemented the code behind the first two lessons on the |
Yes, I have been reading your commits and I'm okay with all the changes so far. I do belive the code is getting more readable. The examples look great. Thank you! 👍 One thing I noticed, though, is that you were forced to call a few WebGL methods directly from the js object, such as With that being said, I also believe the Any thoughts? |
I was just thinking the same about the draw function, if the method signature is something like: (defn draw!
[gl & {:keys [shader-program draw-mode first count
attributes uniforms element-array] :as opts}]
...) then we can still thread the gl-context, but all other parameters are named, and some might be defaultable. The only downside with using
Also, I agree about the javascript methods and attributes - they should be wrapped - I was/am still getting a handle on what's best to encapsulate and what's not |
Ok, so that's lessons 3 (simple animation), 4 (3d shapes), 5 (texture mapping) implemented. I've made a rough start on a textures namespace and :textures parameter to |
I'm enjoying these so far, thanks to the both of you. |
I've added a |
Yay! Thanks. :) |
Was wondering about pushing this branch into master as-is? I would've liked to have implemented a few more lessons, but have been stacked out at work so this has been a little neglected lately... hopefully I should be able to pick it up again nearer the end of this month. |
I'm okay with that, @rm-hull. We ended up making massive changes to the API as needed while you implemented the examples, so to push them into master now, makes sense. |
Going to try and port some lessons from http://learningwebgl.com/ to see how it well it works with the codebase. I will commit changes on a branch called
feature/learningwebgl
, and probably push intomaster
after each lesson is reasonably complete.The text was updated successfully, but these errors were encountered: