3d running horse simulation using particles
empaempa.github.io
empaempa.github.io
Console:
GLOW.Attribute.constructor: Unreachable attribute? Please activate GL.drawArrays or split into multiple shaders. Indexed elements cannot reach attribute data beyond 65535. GLOW.js:67
.WebGLRenderingContext: GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range empaempa.github.io/:1
.WebGLRenderingContext: GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range empaempa.github.io/:1
GLOW.Attribute.constructor: Unreachable attribute? Please activate GL.drawArrays or split into multiple shaders. Indexed elements cannot reach attribute data beyond 65535.
GLOW.js:67 .WebGLRenderingContext: GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range empaempa.github.io/:1
.WebGLRenderingContext: GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range empaempa.github.io/:1
.WebGLRenderingContext: GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range empaempa.github.io/:1
.WebGLRenderingContext: GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range empaempa.github.io/:1
.WebGLRenderingContext: GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range empaempa.github.io/:1
.WebGLRenderingContext: GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range empaempa.github.io/:1
.WebGLRenderingContext: GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range empaempa.github.io/:1
.WebGLRenderingContext: GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range empaempa.github.io/:1
.WebGLRenderingContext: GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range empaempa.github.io/:1
.WebGLRenderingContext: GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range empaempa.github.io/:1
Doesn't work in latest FireFox either (downloaded just now)
Isn't it fortunate that we're finally seeing proper 3D graphics being brought to "the only viable cross-platform solution"? How exciting will it be when it spreads to more OS / browser / graphics card combinations and approaches ubiquity!
(I like the bear the most)
Anyone (smart) can put together a neat demo that does something different. If they had, let's say, built a whole game with this, I'd be more inclined to be impressed! But yet another toy proof of concept? Meh. I mean, it's cool, but...
Perhaps I'm just overly blasé today...
Oh, and it's always nice to revisit http://www.ro.me/ which is where the models come from.
Chrome version 27.0.1453.110 m on Windows 7 64 bit with 8 gb ram and a Nvidia GetForce 8600 GTS 3d card.
https://www.shadertoy.com/view/ldl3zN
Everything is done in the fragment shader, no vertex data is used at all.
Edit: And it's really interesting too. It's great to see particle effects starting to speed up in browsers.