gl-big-triangle
v1.0.0
Published
Draws a big triangle that fills your entire viewport.
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gl-big-triangle
Draws a big triangle that fills your entire viewport. Intended as a more explicit version of a-big-triangle, trading convenience for potential performance improvements when drawing many big triangles per frame.
If you're wondering why a big triangle and not a big square made from two smaller triangles, there are potentially significant performance advantages in taking the former approach. There are other cases where a big square is preferable however.
Usage
triangle = Triangle(gl)
Takes a WebGLRenderingContext
and creates a new instance of gl-big-triangle
.
const Triangle = require('gl-big-triangle')
const canvas = document.createElement('canvas')
const gl = canvas.getContext('webgl')
const triangle = Triangle(gl)
triangle.bind()
Binds the triangle's VAO. Must be called at least once before triangle.draw
.
triangle.draw()
Draws the big triangle to the screen using the currently bound shader.
const Shader = require('gl-shader')
const raf = require('raf')
const vert = `
precision mediump float;
attribute vec2 position;
varying vec2 uv;
void main() {
uv = position;
gl_Position = vec4(position, 1, 1);
}
`
const frag = `
precision mediump float;
varying vec2 uv;
void main() {
gl_FragColor = vec4(uv * 0.5 + 0.5, 1, 1);
}
`
const shader = Shader(gl, vert, frag)
render()
function render () {
shader.bind()
triangle.bind()
triangle.draw()
// Render again in the next frame
raf(render)
}
triangle.unbind()
Unbinds the triangle's VAO. You should call this when you're finished drawing big triangles, however it's not necessary if you're using gl-vao or gl-geometry for binding your attribute data or only drawing big triangles.
See Also
License
MIT, see LICENSE.md for details.