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WebGLRenderingContext.bufferData() - Web APIs
the webglrenderingcontext.bufferdata() method of the webgl api initializes and creates the buffer object's data store.
... syntax // webgl1: void gl.bufferdata(target, size, usage); void gl.bufferdata(target, arraybuffer?
... srcdata, usage); void gl.bufferdata(target, arraybufferview srcdata, usage); // webgl2: void gl.bufferdata(target, arraybufferview srcdata, usage, srcoffset, length); parameters target a glenum specifying the binding point (target).
...And 4 more matches
WebGL constants - Web APIs
ample_coverage_invert 0x80ab compressed_texture_formats 0x86a3 vendor 0x1f00 renderer 0x1f01 version 0x1f02 implementation_color_read_type 0x8b9a implementation_color_read_format 0x8b9b browser_default_webgl 0x9244 buffers constants passed to webglrenderingcontext.bufferdata(), webglrenderingcontext.buffersubdata(), webglrenderingcontext.bindbuffer(), or webglrenderingcontext.getbufferparameter().
... constant name value description static_draw 0x88e4 passed to bufferdata as a hint about whether the contents of the buffer are likely to be used often and not change often.
... stream_draw 0x88e0 passed to bufferdata as a hint about whether the contents of the buffer are likely to not be used often.
...And 3 more matches
A basic 2D WebGL animation example - Web APIs
ragment-shader" } ]; shaderprogram = buildshaderprogram(shaderset); aspectratio = glcanvas.width/glcanvas.height; currentrotation = [0, 1]; currentscale = [1.0, aspectratio]; vertexarray = new float32array([ -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5 ]); vertexbuffer = gl.createbuffer(); gl.bindbuffer(gl.array_buffer, vertexbuffer); gl.bufferdata(gl.array_buffer, vertexarray, gl.static_draw); vertexnumcomponents = 2; vertexcount = vertexarray.length/vertexnumcomponents; currentangle = 0.0; rotationrate = 6; animatescene(); } after getting the webgl context, gl, we need to begin by building the shader program.
...we bind the standard webgl array buffer reference to that by calling gl.bindbuffer() and then copy the vertex data into the buffer using gl.bufferdata().
Adding 2D content to a WebGL context - Web APIs
gl.bufferdata(gl.array_buffer, new float32array(positions), gl.static_draw); return { position: positionbuffer, }; } this routine is pretty simplistic given the basic nature of the scene in this example.
...this is then converted into an array of floats and passed into the gl object's bufferdata() method to establish the vertex positions for the object.
Creating 3D objects using WebGL - Web APIs
var colors = []; for (var j = 0; j < facecolors.length; ++j) { const c = facecolors[j]; // repeat each color four times for the four vertices of the face colors = colors.concat(c, c, c, c); } const colorbuffer = gl.createbuffer(); gl.bindbuffer(gl.array_buffer, colorbuffer); gl.bufferdata(gl.array_buffer, new float32array(colors), gl.static_draw); define the element array once the vertex arrays are generated, we need to build the element array.
... const indices = [ 0, 1, 2, 0, 2, 3, // front 4, 5, 6, 4, 6, 7, // back 8, 9, 10, 8, 10, 11, // top 12, 13, 14, 12, 14, 15, // bottom 16, 17, 18, 16, 18, 19, // right 20, 21, 22, 20, 22, 23, // left ]; // now send the element array to gl gl.bufferdata(gl.element_array_buffer, new uint16array(indices), gl.static_draw); return { position: positionbuffer, color: colorbuffer, indices: indexbuffer, }; } the indices array defines each face like a pair of triangles, specifying each triangle's vertices as an index into the cube's vertex arrays.
Lighting in WebGL - Web APIs
0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // bottom 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, // right 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, // left -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0 ]; gl.bufferdata(gl.array_buffer, new float32array(vertexnormals), gl.static_draw); ...
... return { position: positionbuffer, normal: normalbuffer, texturecoord: texturecoordbuffer, indices: indexbuffer, }; this should look pretty familiar by now; we create a new buffer, bind it to be the buffer we're working with, then send along our array of vertex normals into the buffer by calling bufferdata().
WebGL best practices - Web APIs
for example, within firefox, the only time glgeterror is checked is after allocations (bufferdata, *teximage*, texstorage*) to pick up any gl_out_of_memory errors.
...ete, 0); gl.flush(); await clientwaitasync(gl, sync, 0, 10); gl.deletesync(sync); gl.bindbuffer(target, buffer); gl.getbuffersubdata(target, srcbyteoffset, dstbuffer, dstoffset, length); gl.bindbuffer(target, null); return dest; } async function readpixelsasync(gl, x, y, w, h, format, type, dest) { const buf = gl.createbuffer(); gl.bindbuffer(gl.pixel_pack_buffer, buf); gl.bufferdata(gl.pixel_pack_buffer, dest.bytelength, gl.stream_read); gl.readpixels(x, y, w, h, format, type, 0); gl.bindbuffer(gl.pixel_pack_buffer, null); await getbuffersubdataasync(gl, gl.pixel_pack_buffer, buf, 0, dest); gl.deletebuffer(buf); return dest; } canvas and webgl-related some tips are relevent to webgl, but deal with other apis.
SharedArrayBuffer - JavaScript
apis which use sharedarraybuffer objects webglrenderingcontext.bufferdata() webglrenderingcontext.buffersubdata() webgl2renderingcontext.getbuffersubdata() security requirements shared memory and high-resolution timers were effectively disabled at the start of 2018 in light of spectre.
...aredarraybuffer { bytelength: 1024 } sab.slice(2); // sharedarraybuffer { bytelength: 1022 } sab.slice(-2); // sharedarraybuffer { bytelength: 2 } sab.slice(0, 1); // sharedarraybuffer { bytelength: 1 } using it in a webgl buffer const canvas = document.queryselector('canvas'); const gl = canvas.getcontext('webgl'); const buffer = gl.createbuffer(); gl.bindbuffer(gl.array_buffer, buffer); gl.bufferdata(gl.array_buffer, sab, gl.static_draw); specifications specification ecmascript (ecma-262)the definition of 'sharedarraybuffer' in that specification.
Index - Web APIs
WebAPIIndex
4735 webglrenderingcontext.bufferdata() api, method, reference, webgl, webglrenderingcontext the webglrenderingcontext.bufferdata() method of the webgl api initializes and creates the buffer object's data store.
WebGL2RenderingContext.copyBufferSubData() - Web APIs
examples var srcbuffer = gl.createbuffer(); var dstbuffer = gl.createbuffer(); var data = new float32array(vertices); var length = vertices.length * 4; gl.bindbuffer(gl.array_buffer, srcbuffer); gl.bufferdata(gl.array_buffer, data, gl.static_draw); gl.bindbuffer(gl.copy_read_buffer, srcbuffer); gl.bindbuffer(gl.array_buffer, dstbuffer); gl.bufferdata(gl.array_buffer, new float32array(length), gl.static_draw); gl.copybuffersubdata(gl.copy_read_buffer, gl.array_buffer, 0, 0, length); specifications specification status comment webgl 2.0the definition of 'copybuffersubdata' i...
WebGL2RenderingContext.getBufferSubData() - Web APIs
examples var buffer = gl.createbuffer(); gl.bindbuffer(gl.array_buffer, buffer); gl.bufferdata(gl.array_buffer, new float32array(vertices), gl.static_draw); var arrbuffer = new arraybuffer(vertices.length * float32array.bytes_per_element); gl.getbuffersubdata(gl.array_buffer, 0, arrbuffer); specifications specification status comment webgl 2.0the definition of 'getbuffersubdata' in that specification.
WebGL2RenderingContext - Web APIs
buffers webgl2renderingcontext.bufferdata() initializes and creates the buffer object's data store.
WebGLRenderingContext.bufferSubData() - Web APIs
examples using buffersubdata var canvas = document.getelementbyid('canvas'); var gl = canvas.getcontext('webgl'); var buffer = gl.createbuffer(); gl.bindbuffer(gl.array_buffer, buffer); gl.bufferdata(gl.array_buffer, 1024, gl.static_draw); gl.buffersubdata(gl.array_buffer, 512, data); specifications specification status comment webgl 1.0the definition of 'buffersubdata' in that specification.
WebGLRenderingContext.vertexAttribPointer() - Web APIs
ld load the binary file and interpret it as an array buffer: const response = await fetch('assets/geometry.bin'); const buffer = await response.arraybuffer(); consume array buffer with webgl first, we create a new vertex buffer object (vbo) and supply it with our array buffer: //bind array buffer to a vertex buffer object const vbo = gl.createbuffer(); gl.bindbuffer(gl.array_buffer, vbo); gl.bufferdata(gl.array_buffer, buffer, gl.static_draw); then, we specify the memory layout of the array buffer, either by setting the index ourselves: //describe the layout of the buffer: //1.
WebGLRenderingContext - Web APIs
webglrenderingcontext.bufferdata() updates buffer data.
Hello vertex attributes - Web APIs
turn; } initializeattributes(); gl.useprogram(program); gl.drawarrays(gl.points, 0, 1); document.queryselector("canvas").addeventlistener("click", function (evt) { var clickxrelativtocanvas = evt.pagex - evt.target.offsetleft; var clickxinwebglcoords = 2.0 * (clickxrelativtocanvas- gl.drawingbufferwidth/2) / gl.drawingbufferwidth; gl.bufferdata(gl.array_buffer, new float32array([clickxinwebglcoords]), gl.static_draw); gl.drawarrays(gl.points, 0, 1); }, false); } var buffer; function initializeattributes() { gl.enablevertexattribarray(0); buffer = gl.createbuffer(); gl.bindbuffer(gl.array_buffer, buffer); gl.bufferdata(gl.array_buffer, new float32array([0.0]), gl.static_draw); gl.vertexattribpointer(0, 1, gl.
Textures from code - Web APIs
" + "error log: " + linkerrlog; return; } initializeattributes(); gl.useprogram(program); gl.drawarrays(gl.points, 0, 1); cleanup(); } var buffer; function initializeattributes() { gl.enablevertexattribarray(0); buffer = gl.createbuffer(); gl.bindbuffer(gl.array_buffer, buffer); gl.bufferdata(gl.array_buffer, new float32array([0.0, 0.0]), gl.static_draw); gl.vertexattribpointer(0, 2, gl.float, false, 0, 0); } function cleanup() { gl.useprogram(null); if (buffer) gl.deletebuffer(buffer); if (program) gl.deleteprogram(program); } function getrenderingcontext() { var canvas = document.queryselector("canvas"); canvas.width = canvas.clientwidth; canvas.height = canvas.clien...
Data in WebGL - Web APIs
WebAPIWebGL APIData
0, 0.0, 1.0 ), // green vec4( 0.0, 0.0, 0.0, 1.0 ), // black vec4( 1.0, 0.0, 0.0, 1.0 ), // red vec4( 1.0, 1.0, 0.0, 1.0 ), // yellow vec4( 0.0, 1.0, 0.0, 1.0 ), // green ]; var cbuffer = gl.createbuffer(); //continued //create buffer to store colors and reference it to "vcolor" which is in glsl gl.bindbuffer( gl.array_buffer, cbuffer ); gl.bufferdata( gl.array_buffer, flatten(vertexcolors), gl.static_draw ); var vcolor = gl.getattriblocation( program, "vcolor" ); gl.vertexattribpointer( vcolor, 4, gl.float, false, 0, 0 ); gl.enablevertexattribarray( vcolor ); //glsl attribute vec4 vcolor; void main() { fcolor = vcolor; } varyings varyings are variables that are declared by the vertex shader and used to pass data from...
Using shaders to apply color in WebGL - Web APIs
const colors = [ 1.0, 1.0, 1.0, 1.0, // white 1.0, 0.0, 0.0, 1.0, // red 0.0, 1.0, 0.0, 1.0, // green 0.0, 0.0, 1.0, 1.0, // blue ]; const colorbuffer = gl.createbuffer(); gl.bindbuffer(gl.array_buffer, colorbuffer); gl.bufferdata(gl.array_buffer, new float32array(colors), gl.static_draw); return { position: positionbuffer, color: colorbuffer, }; } this code starts by creating a javascript array containing four 4-value vectors, one for each vertex color.
Using textures in WebGL - Web APIs
1.0, 1.0, 0.0, 1.0, // back 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, // top 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, // bottom 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, // right 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, // left 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, ]; gl.bufferdata(gl.array_buffer, new float32array(texturecoordinates), gl.static_draw); ...
WebGL model view projection - Web APIs
var gl = this.gl; // create a buffer and bind the data var buffer = gl.createbuffer(); gl.bindbuffer(gl.array_buffer, buffer); gl.bufferdata(gl.array_buffer, data, gl.static_draw); // setup the pointer to our attribute data (the triangles) gl.enablevertexattribarray(this.positionlocation); gl.vertexattribpointer(this.positionlocation, 3, gl.float, false, 0, 0); // setup the color uniform that will be shared across all triangles gl.uniform4fv(this.colorlocation, settings.color); // draw the triangles to the screen gl.d...