WebGL hello world
You should see a green square above this line.
It’s a <canvas>
element, and its content is rendered with WebGL.
The code looks like this:
<div><canvas id="canvas" width="100" height="100"></canvas></div>
<script>
const canvasEl = document.getElementById("canvas");
const ctx = canvasEl.getContext("webgl");
ctx.clientWidth = canvas.width;
ctx.clientHeight = canvas.height;
ctx.clearColor(0,1,0,1);
ctx.clear(ctx.COLOR_BUFFER_BIT);
</script>
For old-school HTML canvas, we use canvasEl.getContext("2d")
.
For WebGL, we pass a different string: "webgl"
.
(There are other strings available,
including "webgl2"
and "bitmaprenderer"
.)
A WebGL context is mostly unrelated to a "2d"
context;
its methods and properties are entirely different.
The main thing we do is set the “color buffer” to entirely green. (We also set up some canvas and GL client sizes. I’ll deal with canvas/CSS/GL dimensions in a future post.)
Tagged . All content copyright James Fisher 2017. This post is not associated with my employer.