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RAW TODO

vector texture using texelFetch

vec4 color = texelFetch(someTexture, ivec2(pixelX, pixelY), 0);

Point sprites

Programmatic point size:

glEnable(GL_PROGRAM_POINT_SIZE)
void main()
{
    gl_Position = projection * view * model * vec4(aPos, 1.0);    
    gl_PointSize = gl_Position.z;    
}  

alternatively, fixed point size: glPointSize()

In fragment shader: gl_PointCoord gives the location of the point. GL_POINT_SPRITE_COORD_ORIGIN: GL_LOWER_LEFT, GL_UPPER_LEFT (default)

TODO

  • glVertexAttrib* to set fixed value for disabled attributes
  • figure out Multi-Draw extensions and default fallback
  • transform feedback: glTransformFeedbackVaryings
  • multiple render targets
  • separate driver.Buffer's AsUint16Array and AsFloat32Array, and expand.

Notes

  • Mind coordinates: Opengl to top right, texture coordinates to bottom right.

Links

Webgl

https://learnopengl.com/ https://webglfundamentals.org/ http://webglsamples.org/WebGL2Samples

Spec:

https://www.khronos.org/registry/webgl/specs/latest/1.0/ https://www.khronos.org/registry/OpenGL/specs/es/2.0/GLSL_ES_Specification_1.00.pdf

https://www.khronos.org/registry/webgl/specs/latest/2.0/ https://www.khronos.org/registry/OpenGL/specs/es/3.0/GLSL_ES_Specification_3.00.pdf

Css

https://cssbattle.dev/ https://www.youtube.com/watch?v=ECsvqHoFZm8

Models

Heart model by printable_models: https://free3d.com/3d-model/heart-v1--539992.html

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