i find a simple canvas flag, but I have the question of how can I make it with EaselJS?
because in EaselJS documentation don't says about, make another canvas "without DOM interaction", and change pixel positions, but in EaselJS documentation I can't find how make it, and I have some questions:
1 Can i merge EaselJS code with normal Canvas code? Explanation, If I draw an animated North Korean flag star with some textures, can I make the static draw with EaselJS, and animate it with naked canvas code?
2 is possible make it with other library?, such as LimeJS or other libraries
3 I must use a WEBGL Library?, such as Three.js?
Related
A friend just recommended looking into WebGL instead of css transitions. I have a set of polygons that make up a 2d board game.
Basically, the app moves the player space by space starting at the top of the "C" and we want to make first person view of moving to the next space in the sequence.
The points are plotted and I was thinking in terms of normalizing each shape, then rotating them into the proper direction, then adding perspective by transforming translateZ, and finally transitioning them along nthe interior angles from space to space while thinking of how to sequence those transitions between spaces.
Is there an easier way to move a WebGL camera through the spaces instead of pushing the polygons through transitions to simulate perspective? Perhaps a library that helps with this?
Thanks all!
WebGL doesn't have a camera. WebGL is a rasterization library. It draws pixels (or 4 value things) into arrays (the canvas, textures, renderbuffers). Cameras are something you implement yourself in JavaScript or you use a library like Three.js that has them implemented for you.
I am supposed to draw a transparent sphere which can be rotated by mouse dragging. I tried to start learning the basis of WebGl but I have not found any appropriate sources. Can anybody help me how to start learning WebGl and also how to draw 3D shapes such as Sphere or tetrahedron and how I can spin it in all dimensions ?
Thanks.
I'd recommend you use three.js but if you really want to learn WebGL start with http://webglfundamentals.org ;)
I would suggest using a framework like three.js that abstracts webGL's functionality, it makes doing things like this a breeze. Check out threejs.org and http://learningthreejs.com/
I'm building a game in HTML5. I have hundreds of images that look similar to this:
And at certain points in the game I want to draw an outline around them. Like this:
I want to do different tracing colors at different times and don't want to end up with [number of sprites] * [number of colors] of additional images for memory and bandwidth reasons so I'm looking at vector drawings.
What I need to come to a solution on are really two separate things:
Calculate a vector path for each frame in a spritesheet. This can be either dynamically or ahead of time and stored.
Draw the vector path
The engine I'm using for the game is ImpactJS. It doesn't have any support for vector operations. The author of the game engine I'm using did his own vector drawing manually by exporting the vectors from Illustrator for a particular image, then using an online converter tool to change them to HTML5 syntax. This isn't the best method for hundreds of images so I thought I'd see what information others of you have.
I would like to still draw the images using ImpactJS since this game is already pretty far along, and just do a second-pass drawing of the outline of the image when necessary.
Thank you for any help!
Can anybody help me with three.js?
I need to draw background, something, like a THREE.Sprite, but it neet to be UNDER any 3d object, that will draw later. I have a camera, that can be move only on Z axis.
I tryed to use:
cube mapping shader - PROBLEM: artefacts with shadow planes, it's unstable draw
THREE.Sprite that dublicate camera moving - PROBLEM: artefacts with shadow plane - it have a edge highlighting OR drawing only other spirtes without objects.
HTML DOM Background - PROBLEM: big and ugly aliasing in models.
What can I try more? Thanks!
You could maybe try drawing in several passes, i.e. making a first render of the background scene to a buffer, and then a second one over the first "buffer". Maybe using the buffer as background (painting it in 2D with an orthographic projection, and disabling depth buffer writes in that pass).
I haven't tried it myself with three.js, but that's how I'd do that with "traditional" OpenGL.
If you want a "3d" background i.e. something that will follow the rotation of your camera, but not react to the movement (be infinitely far), then the only way to do it is with a cubemap.
The other solution is a environment dome - a fully 3d object.
If you want a static background, then you should be able todo just a html background, i'm not sure why this would fail and what 'aliasing in models' you are talking about.
I'm using javascript and THREE.js 3d engine,
and I want to do a fog effect,
here's an example http://mrdoob.github.com/three.js/examples/webgl_geometry_terrain_fog.html
but it only support WebGL,
so is there any way to simulate fog effect, or a blur effect with javascript and canvas?
thanks alot.
Three.js is WebGL. The example you're looking at is created by the same person who made three.js.
Three.js supports fog already with scene.fog.
https://github.com/mrdoob/three.js/wiki/API-Reference#wiki-THREE.Fog
below is for people that searched for fog/blur in Canvas looking for 2D
There are a bunch of places that have implemented various blur effects. The pixastic library has a lot of such effects implemented.
Fog is something different, though. There isn't a universal definition and it really depends on what you're looking for. One way would be to set the globalAlpha of the canvas to something like 0.3 and then draw perlin noise on the locations that you want "fog" to appear. Note that the color gradient of the noise that you most likely want is transparent to dark gray.