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#webgl

6 posts3 participants0 posts today

Anyone have experience debugging WebGL in the browser on an Oculus Quest? I've got a weird juddering effect in my (very simple) scene when I look down a particular angle and I'm a bit stumped on what could cause it.

I don't think I have any other option, but I'm trying to gauge precisely how much hell I'm signing up for, on a scale of "Enh, it's fine" to "ABANDON HOPE."

Ported some nascent 3D stuff over to THREE.js. I want to take advantage of the WebXR bindings in there.

I may eventually rewrite this all in Rust targeting webasm, but props to THREE.js: porting some random webgl logic into it was extremely straightforward and between the great docs and the great layout, I was left guessing only a handful of times (mostly around things that always leave me guessing in graphics APIs until you find the one place they wrote down the thing that everybody just knows because they've been using the API forever... "Oh hey, the camera's coordinate space is facing along negative-Z axis. Sure, why not").

One thing I really appreciated is that it was very straightforward to do an "animated skybox" with a 2-pass render: one pass in a scene with just a sky glued to the camera and no depth buffer manipulation, and the second pass with the world (so the sky is already the background on anything the world doesn't change).

Similar to my #LinearMemory piece from last year (check the hashtag for references), these current #Actiniaria explorations make me fully appreciate all the research, efforts and supporting hardware behind the DCI-P3 & Rec.2020 color spaces. The intensity (and subtlety) of some colors & combinations are just stunning (to me), and I don't mean this in any ableist way (just enjoying whilst I still can!)...

Also still amazed that something like this runs at a smooth 60fps @ 2160x2160 UHD resolution on a mobile device with a just Snapdragon 2 chipset... As part of my advisory role @ day job, over the past few months I've been tasked with optimizing artworks for almost a dozen generative/algorithmic artists, often achieving 2-4x framerate improvements... Very much feeling a longer blog post re: code craft vs code art coming up, hoping to connect them more...

"To understand a program you must become both the machine and the program." — Alan Perlis

(Note: Sadly Firefox does not seem to respect the Rec2020 color profile in the video, please download or use Chrome or Safari for viewing...)

Work in progress...

Finally finding some time to continue working on my earlier thi.ng/boids experiments, now also using WebGL instancing and floating point render textures for super-smooth blending/trails to create aesthetics reminiscent of sea anemones...

(Update: I've decided on the beautiful-sounding and fitting #Actiniaria as project title...)

(Note: Sadly Firefox does not seem to respect the Rec2020 color profile in the video, please use Chrome or Safari for viewing...)