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GLSL Sandbox

category: code [glöplog]
Yet another twist. http://tinyurl.com/cmmtyrf
added on the 2011-11-13 11:46:33 by mrdoob mrdoob
Added 0.5 quality level (for those that can afford it). And made 2 the default quality level.
added on the 2011-11-13 12:06:50 by mrdoob mrdoob
Added fullscreen button :)
added on the 2011-11-13 12:54:26 by mrdoob mrdoob
Cool! :)
Yet a another twist on the twist from the twist LOL http://tinyurl.com/c39mom4
Thanks to @alteredq we have backbuffer :) http://tinyurl.com/czabbzg
added on the 2011-11-13 21:10:54 by mrdoob mrdoob
wow.

More and more things doable instantly online...

How long till someone who knows what he's doing creates a solid framework for a generic GUI/high-level "page" description...
Then we're near to the ultimate web technology that has no limitations compared to a thick client app...

I wonder if it's practical to make a full rich GUI only in the pixelshader, maybe the model has too many conceptual limitations? Is it practical to change shaders often?
To have different shaders per frame/per screen area/dynamic loading?
Well of course, the main app code is still JS, and it's not trivial to make Word, Excel or Quake that way, but still...

I think what would really close the gap is a tech with a client-independant managed/JIT bytecode that has no garbage collection. Would be the right compromise between native and java-like, for all the app control and heavy processing that wont go on the GPU.

What has science done :)
I also think it would be a big thing if the GUI rendring loop (drop lists for 1x1,2x2,4x4 etc) could be decorrelated from the main rendering loop, ie smooth GUI even when the render crawls, that would kick ass.

Holy shit this is getting somewhere.
I am the happy owner of a triple screen setup.
Wonder if you could have the code in one browser window and the output in another.
Maybe with cookes or uniqueID.
...or render the same thing across many windows.This one seems technically problematic.
But woud kick some serious ass.
Weird, quality level 1 runs the smoothest with me. 4 and 0.5 are equally slow. 4 is still faster than 3 is faster than 2... but 1 is faster than 2.

It could be just my machine, but if the thing gets slower because of upscaling a lower quality rendering it doesn't really makes sense to have these options.
It could be just your machine.
added on the 2011-11-14 03:24:01 by mrdoob mrdoob
The Android robot doesn't work on my compy! ;_;
added on the 2011-11-14 03:31:26 by MidKnight MidKnight
This is wonderful Mr.doob and progressing at great speed. Nice work! (and to all contributors too)
added on the 2011-11-14 11:05:18 by indigo indigo
One of my computers can't handle all these shaders so the compiling fails, leaving a red text "compiled with errors". Could you make it so that the errors are being shown somewhere?

This is a really cool tool! Soon there will be a complete demo editor living in the browser, easy collaboration and access from everywhere. The demoscene is moving into the cloud! :D Probably it's not in the near future but as WebGL performance goes up, writing demos in C++ makes less sense :)
added on the 2011-11-14 20:59:33 by ekoli ekoli
If you rollover the "compiled with errors" button, the erros will appear as a tooltip. You can also check the errors in the browser console.
added on the 2011-11-14 21:24:18 by mrdoob mrdoob
Have had errors, no tooltip
gtx 295.
Also, no more fraps counter :(
I can't tell for sure if there was one before.
Also, when I stretch the window to something like 3k pixels wide and enable 0.5 mode, the scene is not centered anymore. Besides it then takes very long seconds to compile.
Did you check the console?
added on the 2011-11-15 00:23:45 by mrdoob mrdoob
On a positive note, my upside-down problem with the hackintosh is gone now.
added on the 2011-11-15 00:38:07 by Shifter Shifter
How did you fixed it? Restart? The code hasn't changed...
added on the 2011-11-15 00:44:29 by mrdoob mrdoob
He's doing a handstand.
added on the 2011-11-15 00:45:59 by psonice psonice

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