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mattdesl
searching PlanetScale…
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59 ms
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751.
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Generative Impressionist Paintings in HTML5 Canvas
(mattdesl.github.io)
9 points
by
mattdesl
13y ago
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0 comments
752.
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by
mattdesl
13y ago
The problem isn't so much with WebGL performance. WebGL is easily fast enough for simple particles like this (although 2D canvas could probably also manage it). The problem is that a lot of web devs don't have a full understanding
753.
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by
mattdesl
13y ago
Nice intro. Shaders definitely seem a lot more elusive than they really are. Also gonna jump on the bandwagon with my own tutorials, using Java/LibGDX and mostly focusing on 2D applications. https://github.com/mattdesl&
754.
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by
mattdesl
13y ago
Bottlenecks and multi-sample output are complex subjects, and also uncommon for a beginner to deal with. Nevertheless, gonna just pimp my own tutorials since they also cover practical implentations, like blurs for desktop and mobile, normal
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Non-Intrusive WebGL – Part 1: Context Loss and Preloading
(medium.com)
2 points
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mattdesl
13y ago
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0 comments
756.
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The Era of WebGL
(medium.com)
3 points
by
mattdesl
13y ago
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0 comments
757.
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by
mattdesl
13y ago
Could I also use this technique to clip a scene to the path of a complex polygon? How does it hold up with many overlapping shapes of varying color; wouldn't it lead to far more state changes and ultimately much greater fill-rate? And