Closed trungtle closed 7 years ago
Great job with this and the spreadsheet!
Make sure to check Section 5 (Differences Between WebGL and OpenGL ES 3.0) of the WebGL 2 spec to help understand what OpenGL samples will require more work to port (or should not be ported).
Keep, the framework as simple and lightweight as possible. Helper functions for compiling/linking shaders, for example, are great, but do not abstract WebGL much since your target audience is mostly WebGL engine developers who will want to see the raw WebGL functions in a simple and easy-to-follow manner.
For vertex and matrix types, I recommend http://glmatrix.net/
Make the README.md concise and direct. Include all the instructions necessary for developers to get started with the samples and contribute to them. Also host them with GitHub pages so most users can simply "view source" or step through the examples in the debugger without downloading a zip or cloning a repo.
Please prominently credit Christophe and the OpenGL Samples Pack.
Questions:
Once you finish the first 10, we will create a schedule for the rest.
If you need a simple UI for any demos, see https://code.google.com/p/dat-gui/
Also, this is a great reference on OpenGL ES 3: https://www.khronos.org/opengles/sdk/docs/man3/
@shrekshao @trungtle let me know when this is updated with the schedule leading up to GDC as we discussed offline.
plan is updated
Looks good, thanks!
For glTF support before GDC:
samples/third-party
directory for now (we'll give it its own repo after GDC)OK to close this?
Fine for me
On Mon, Jan 23, 2017 at 19:45 Patrick Cozzi notifications@github.com wrote:
OK to close this?
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Yes
OpenGL ES 3 Feature Lists
Texturing
Shaders
Geometry
Buffer Objects
Framebuffer
Background
WebGL 2.0 Spec SIGGRAPH Asia 2015
Feature set new in OpenGL ES 3.0:
Samples
Our current plan is to base of a subset of Christophe's OpenGL Samples Pack
Current planning google sheet in details. If you have comments and inputs, please add to this doc. Lots more to come!
Schedule and Task