Enable webgl

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Enable WebGL 2.0: Look for a flag that mentions enabling WebGL 2.0. If it’s available, set it to Enabled. However, in most current builds, WebGL 2.0 is enabled by Check WebGL Status: Many browsers allow you to test whether WebGL is enabled by visiting a WebGL test page. Simply searching WebGL test in your browser will yield several options. If the page displays a 3D graphic, WebGL is enabled; if not, you’ll need to enable it. Enabling WebGL: Google Chrome:

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How To Enable WebGL for Elementor With Exclusive WebGL Plugin

= THREE.LinearMipMapLinearFilter; // Enable mipmapsThese techniques will help optimize the way textures are handled by the GPU, leading to faster rendering and lower memory consumption.3. Reduce Polygon Count in 3D ModelsThe complexity of your 3D models has a direct impact on the performance of your WebGL application. Models with high polygon counts can slow down rendering and overwhelm the GPU, particularly on mobile devices. To maintain high performance, you need to keep the polygon count as low as possible without sacrificing visual quality.Ways to Optimize Polygon Count:Simplify Models: Use 3D modeling tools like Blender or Maya to reduce the number of polygons in your models. Most tools offer automatic decimation features that reduce the polygon count while maintaining the overall shape and appearance of the model.Use Level of Detail (LOD): Level of Detail (LOD) allows you to switch between different versions of a 3D model based on the distance from the camera. When the object is far away, WebGL renders a low-polygon version, and as the user gets closer, a more detailed version is loaded. This reduces the rendering load on the GPU.const lod = new THREE.LOD();lod.addLevel(highDetailMesh, 50); // Detailed model when closerlod.addLevel(lowDetailMesh, 200); // Simplified model when further awayscene.add(lod);Cull Invisible Objects: Don’t waste resources rendering objects that are outside the camera’s view. WebGL allows for frustum culling, which automatically removes objects that are not visible in the camera’s view frustum (the 3D area that the camera can see). Many WebGL libraries like Three.js handle frustum culling automatically, but it’s

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What Is WebGL and How to Enable It in

You are using an out of date browser. It may not display this or other websites correctly.You should upgrade or use an alternative browser. Anyone knows Canvas blocking extension for Opera? I use Yandex, which keeps moving towards Opera, so Chrome extensions keep stopping working, like CanvasFingeprintblock now. Anyone tried TunnelBear Blocker? It seems to work pretty well for me in Chrome. jacemace Registered Member Joined: Sep 10, 2009 Posts: 78 Hi, I got %100 on - "0 user agents have the same signature"; is this a good outcome or not? Is it easier to identify etc.? I'd say, that depends. Quite generally this result means that you're perfectly identifiable. However, if you're using an add-on like Canvas Defender which creates noise by creating a new fingerprint with every browsing session or even every x minutes this result is basically meaningless, IMHO. By any chance, is your signature 5820BEE4 ? Just thinking, that maybe blocking canvas displays some default signature/file. Attached Files: a"> The webExtension version of CanvasBlocker is available (Beta):Version 0.4.0: changes: - switched to webExtension - notifications are now done via page action - minimal and maximal fake size are now respected in all fakeable functions - fake readout now fakes one pixel at once and no longer one single channel - new icon (special thanks to Thorin-Oakenpants) new features: - information of all fake events in one tab are visible - settings page now only shows settings that are useful within the given settings set - new preferences: * minimal fake size * setting to enable the inspection of the content of the faked canvas * new random number generator "constant" * setting to not fake the most frequent colors in a canvas * setting to enable canvas cache * setting to hide expert settings * setting to control if the alpha channel should be faked as well fixes: - ask mode did not work for input types - allow page scripts to overwrite the faked funtions - getImageData also faked when using fakeInput mode Last edited by a moderator: Sep 24, 2017 I checked Chrome @ and it shows that WebGL is enabled, which is correct I guess, but should we disable it? I've found Disable WeGL in the Chrome store which works, but I don't know what the implications of disabling WeGL are?Any advice appreciated. I disabled it using the Disable WebGL extensionWhat is WebGL and why it’s dangerous?WebGL (Web-based Graphics Library) is a collection of code for JavaScript that makes it possible for a website to access your video card in order to display interactive 3D-graphics using the HTML5 Canvas element—without using any third-party plug-ins.WebGL can be a threat to your device security and online anonymity. Cool, thanks!So does disabling WebGL only stop the fingerprinting or does it disable part of the browsers capability and function too. I don't see my browser affected in any way since I'm not using any 3D software Ah, gotcha. After disabling it i don't see any negative effects

Enable WebGL and Hardware Acceleration

Default Quality Setting loaded at player start up. Note that the diffent multi sampling levels have no effect in WebGL. In addition, be aware that any post-processed effect applied to the camera disables the built-in Anti-Aliasing on WebGL1.0. There is no such limitation on WebGL2.0.Reflection ProbesReflection probes are supported in WebGL, but due to limitations in the WebGL specification about rendering to specific mipmaps, smooth realtime reflection probes are not supported (so realtime reflection probes will always generate sharp reflections, which may appear very low-resolution). Smooth realtime reflection probes will require WebGL 2.0.WebGL 2.0 supportUnity includes support for the WebGL 2.0 API, which brings OpenGL ES 3.0-level rendering capabilities to the web.By default, Unity WebGL builds support both WebGL 1.0 and WebGL 2.0 APIs, This can be configured in the WebGL Player Settings > Other Settings; to do this, uncheck Automatic Graphics API.When WebGL 2.0 is supported in browsers, content can benefit from a better quality in the Standard Shader, GPU Instancing support, directional lightmap support, no restrictions on indexing and loops in shader code, and better performance.Debugging and trouble shooting WebGL builds. Enable WebGL 2.0: Look for a flag that mentions enabling WebGL 2.0. If it’s available, set it to Enabled. However, in most current builds, WebGL 2.0 is enabled by Check WebGL Status: Many browsers allow you to test whether WebGL is enabled by visiting a WebGL test page. Simply searching WebGL test in your browser will yield several options. If the page displays a 3D graphic, WebGL is enabled; if not, you’ll need to enable it. Enabling WebGL: Google Chrome:

How to Enable Webgl - HogoNext

Smaller new features and bug fixes: Mesh import improved: Imported mesh name is now reflected in the scene graph explorer Improved Chinese Translation There is a downloadable action available for using Steam achivements without scripting. Fixed a bug causing 'plant rendering' advanced material flag not to be set when anisotropic rendering isn't checked as well. Fixed a bug causing CopperCube to crash when modifying a mesh which has been imported as animated mesh although it is static. Fixed a bug causing Oculus Rift support not to work on some systems Fixed a bug in WebGL causing Particle Systems as children of rotated nodes not to show up correctly at some viewing angles. Various minor bug fixes CopperCube 5.4.2 released This is a small free update for all existing users, download it here. New in this update: Dynamic day-night cycle support It is now easily possible to have a day-night cycle in your games and simulations: There is now a downloadable day-night cylce behavior from the extension script page. Additionally, it's now possible to change the color, radius and direction of realtime lights using scripting. The new properties are 'Radius' (for point lights), 'Color', and 'Direction' (for directional lights). --> Anisotropic filtering Added anisotropic filtering option to the advanced materials settings. This is an advanced filtering option for materials. Because it is memory and computationally intensive, and likely slowing down your game, you have to enable it manually for surfaces where it should be applied to. It makes sense to do this for example for grounds or walls with a very detailed pattern on them. Works on Windows .exe and Mac OS X .app platforms. Fast collision detection for degenerated geometry Collision detection now also works nicely with degenerated and irregular geometry on all targets. This means that if you are not using the physics engine for movement but the built-in fast collision/response system, you are not likely to get stuck anymore if your 3D world consists of unclean modelled 3d data. Disable Browser Context Menu action There is now a free new downloadable action available which disables the browser's menu to appear when right-clicking in a WebGL app. You can download it from the extensions website. Better first person camera touch support on WebGL First person camera controls now work a lot more nicer on touch devices like phones and tablets, for the WebGL target. irrEdit options It is now possible to enable showing CopperCube irrEdit/Irrlicht views. This is basically a property window for Irrlicht Engine properties, where you have some more options for influencing materials and properties of various objects for Windows .exe and Mac OS X targets. It is also very useful when using CopperCube for developing Irrlicht

How To Enable Webgl On Chrome

Using libprojectM in EmscriptenprojectM supports OpenGL ES rendering, and can be compiled into WebAssembly for use in browsers. WebGL is similar toOpenGL ES, but not identical, so a few additional considerations apply to get projectM running with Emscripten.Additional Build SettingsA few additional build settings will be required when building an Emscripten wrapper. Pass these flags/parameterrs tothe Emscripten linker:-sUSE_SDL=2: It is highly recommended to use Emscripten's built-in SDL2 port to set up the rendering context. Thisflag will link the appropriate library.-sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2: Forces the use of WebGL 2, which is required for OpenGL ES 3 emulation.-sFULL_ES2=1 -sFULL_ES3=1: Enables full emulation support for both OpenGL ES 2.0 and 3.0 variants.-sALLOW_MEMORY_GROWTH=1: Allows allocating additional memory if necessary. This may be required to load additionaltextures etc. in projectM.Initializing Emscripten's OpenGL ContextIn addition to the above linker flags, some additional initialization steps must be performed to set up the OpenGLrendering context for projectM. Specifically, the OES_texture_float WenGL extension must be loaded explicitly tosupport the required texture format for the motion vector grid. The following code template can be used to set up aproper SDL2/WebGL context for projectM:#include #include #include int main(void){ // Init SDL's video and audio subsystems SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO); // Create the SDL window (will be tied to the Emscripten HTML5 canvas) SDL_window* window = NULL; SDL_renderer* renderer = NULL; SDL_CreateWindowAndRenderer(1024, 768, SDL_WINDOW_OPENGL, &window, &renderer); if (window == NULL || renderer == NULL) { fprintf(stderr, "Failed to create SDL renderer: %s\n", SDL_GetError()); return 1; } // Enable floating-point texture support for motion vector grid. auto webGlContext = emscripten_webgl_get_current_context(); emscripten_webgl_enable_extension(webGlContext, "OES_texture_float"); // Initialize projectM and put all other stuff below. return 0;}">#include #include #include #include int main(void){ // Init SDL's video and audio subsystems SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO); // Create the SDL window (will be tied to the Emscripten HTML5 canvas) SDL_window* window = NULL; SDL_renderer* renderer = NULL; SDL_CreateWindowAndRenderer(1024, 768, SDL_WINDOW_OPENGL, &window, &renderer); if (window == NULL || renderer == NULL) { fprintf(stderr, "Failed to create SDL renderer: %s\n", SDL_GetError()); return 1; } // Enable floating-point texture support for motion vector grid. auto webGlContext = emscripten_webgl_get_current_context(); emscripten_webgl_enable_extension(webGlContext, "OES_texture_float"); // Initialize projectM and put all

How to enable WebGL on Chrome?

Version 4.5 of the ArcGIS API for JavaScript adds some key capabilities and several smaller (but sweet) enhancements that will come in handy. Here are the highlights in 4.5 (as well as 3.22); a full overview detailing new features can be found in the release notes.Fast feature layers: Interact with more than a million featuresNow you can display more data and dynamically visualize features more rapidly, such as this layer with more than 1 million building footprints. This is achieved by enabling the WebGL option (beta) now available for FeatureLayers in a 2D map.FeatureLayer will be rendered with WebGL by default in a future release.Drawing: it’s here!You now can enable drawing in your 4.x apps. In this initial release of sketching tools, you can sketch new geometries in a 2D map. Full support for drawing and editing will become available incrementally in future releases, which will include the following:Editing existing geometriesCreating and editing new geometries including (but not limited to) multipoint geometries.Sketching/editing widgetsSupport for drawing in a 3D SceneFull editing support, including the ability to enable common geometry validation rules, such as preventing self intersecting lines.Check out this new sketching sample and play around with the current capabilities.OGC enhancementsWMS and WMTS layers can now be visualized in a 3D scene. Also, KML support has been added for 2D maps. Support for KML in 3D scenes will be available in a future release.New options for vertical placement of 3D objectsThe vertical placement of buildings and other 3D Objects can be set using a field value, z-value, or an expression. An example of when this would be useful is when placing objects that are either below ground or are flying above ground.Clustering with version 3.22If your map has a layer with a large number of points, configuring point clustering makes it easier

How To Enable Webgl In Chrome

There is now a command to save the texture as file to disk. It's possible to use the mouse wheel in the prefabs window Removed feature: It is no longer possible to target Flash players older than version 11 When switching the perspective, orthogonal views now place the camera more nicely. The path tool new works a bit nicer when adding new path nodes. Lots of updates to the documentation. CopperCube 4.5.1 released This is a small bug fix release, download it here: Fixed a bug causing mouse and key events not to work on the root scene node in WebGL, Flash and Android CopperCube 4.5 released CopperCube has just been released in version 4.5. It is a free update, you can download it from the download page. New features are: Oculus Rift support WebGL and Flash fullscreen mode and mouse pointer locking Touch events for WebGL New internal key and mouse event handling system (much more responsive now) CopperCube Oculus Rift support being tested Additionally, there is a new online demo available, showing the fullscreen and mouse locking in action. You can run it as WebGL and Flash or version directly from this website, using this link. The demo looks like this: Screenhot of the new demo The demo is also available as windows .exe with support for the Oculus Rift, download it here: CopperCube Oculus Rift demo (25 MB) The new Oculus Rift support is basically just an option to enable in the publishing settings of the editor: New option for creating apps with Oculus Rift support Detailed change log for version 4.5: Added support for the Oculus Rift VR device. The professional edition of CopperCube now is able to create apps running with the Oculus Rift, DK1 and probably also newer. Support for this is beta only, but it already works nicely. It only works with the Windows .exe target, though. To use it, simply check the 'Oculus Rift support' checkbox and whereever you are using a first person shooter style camera in your app, the user has full control over it using the Rift. WebGL and Flash fullscreen mode and mouse pointer locking is supported now. This is useful for nice first person shooter cameras, for example. There is a downloadable action for this available from here. But also available as the new JavaScript function ccbSwitchToFullscreen(). Works in Chrome, Firefox and in IE (while only fullscreen is supported in IE) WebGL now supports touch events. Meaning it also works nicely on Firefox and Chrome when using it on a touch screen device. CopperCube now requires minimum Flash Player 11.2 when publishing as hardware accelerated Flash app. (Because that version introduced the now supported mouse pointer locking). Enable WebGL 2.0: Look for a flag that mentions enabling WebGL 2.0. If it’s available, set it to Enabled. However, in most current builds, WebGL 2.0 is enabled by

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How to Enable Webgl - TipsMake.com

Extended actions and behaviors (cloning, deleting, vehicles, random positions, etc.), new examples and prefabs, lots of other improvements. Details here. CopperCube 3.5.1 released. Small bug fixes for the flash publishing target. Update recommended. CopperCube 3.5 released. Adds support for unicode (Russian, Japanese, etc texts and files now working), redesigned user interface, support for copying and pasting behaviors, new special runtime variables like '.damage' and '.movementspeed', bug fixes. CopperCube 3.1.0 released. Adds an improved material window, the possibility of attaching any object to a camera (like weapons in first person shooters), improved dynamic lighting in WebGL and Flash, new actions and behaviors (restart a scene, do something before first frame, improved keyboard controlled object), dynamic variables (like "#scenenode1.health" for game AI), faster publishing, improved 3D file importers, bug fixes. CopperCube 3.0.3 released. Adds support for Vertex colors, and the ability to import huge 3D models, also from the formats .dae (collada), .ase, .ply, .dxf, .cob, .3ds, .lwo and scn. CopperCube 3.0.2 released. Adds WebGL performance improvements, new example (third person camera) and various bug fixes. CopperCube 3.0.1 released. Includes a few bug fixes with Flash and WebGL. CopperCube 3.0 released. Adds dynamic lights for all targets, plugins, JavaScript as language for for Mac .app and Windows .exe, polygon editing tools in the editor, audio for WebGL target, double sided materials, new actions, improved model viewer camera, better 3rd person camera for indoor scenes, improved file importers, and much, much more. CopperCube 2.5.5 released. Adding support for the latest, updated Adobe Molehill Beta. CopperCube 2.5.4 released. Added enhancements for Firefox 5 support (WebGL), material index parameter for the 'Change texture of a scene node' action and fixed a few minor bugs. CopperCube 2.5.3 released. Added third person camera control, command line interface (professional version only), several bug fixes and minor changes. CopperCube 2.5.2 released. Improving compatibility with the just released Firefox 4 final version. CopperCube 2.5.1 released. Fixing a few bugs, it is recommended to update to this version from 2.5. CopperCube 2.5 released. Adds support for Adobes just released Molehill API in Flash: real hardware accelerated 3D graphics. Adobe MoleHill is still in Beta, and you need to enable this feature in CopperCube in the Publishing Settings. CopperCube 2.2.3 released. Adds viewports for cameras to the editor, scaling in all direction by holding down shift, improved first person shooter camera control for Flash and WebGL (looking by moving mouse), lots of enhancements to various actions and behaviors, access to CopperCube variables via Actionscript, JavaScript and Squirrel, possibility to jump in first person cameras, much improved performance for collision dection and response, fixed bugs with several file format importers (.3ds, .obj, .dae, .dxf, .cob and .lwo), and much more. CopperCube 2.2.1 released.

How to Enable Webgl 2.0

A non-exhaustive list of WebGL and WebGPU frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.Engines and libraries ⚙️NameStarsLast CommitDescriptionthree.jsJavaScript 3D librarystack.glan open software ecosystem for WebGL, built on top of browserify and npm.PixiJSSuper fast HTML 5 2D rendering engine that uses webGL with canvas fallbackPexPex is a javascript 3d library / engine allowing for seamless development between Plask and WebGL in the browser.Babylon.jsa complete JavaScript framework for building 3D games with HTML 5 and WebGLFilamentFilament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS and WASM/WebGLClayGLA WebGL graphic library helping you to build scalable Web3D applicationsAwayJSAwayJS is a graphics library for javascript written in typescriptSceneJSAn extensible WebGL-based engine for high-detail 3D visualisationBlend4Weba tool for interactive 3D visualization on the InternetPlayCanvasJavaScript game engine built on WebGL and WebVRTurbulenzTurbulenz is a modular 3D and 2D game framework for making HTML5 powered games for browsers, desktops and mobile devices.Hilo3da WebGL Rendering Engine.litesceneA WebGL 3D Engine library with component-based node hierarchy. Used by WebGLStudio.Two.jsA renderer agnostic two-dimensional drawing api for the web.webgl-operateA TypeScript based WebGL rendering framework.RhodoniteRhodonite Web3D Library in TypeScriptZograA simple WebGL2 renderer.LayaAirLayaAir is an open-source 2D/3D engine. LayaAir Engine is designed for high performance games.libGDXDesktop/Android/HTML5/iOS Java game development framework.LittleJSLittleJS is a HTML5 game engine with many features and no dependencies.Galacean EngineA typescript interactive engine, support 2D, 3D, animation, physics, built on WebGL and glTF.NameStarsLast CommitDescriptiondawnDawn, a WebGPU implementationwgpuSafe and portable GPU abstraction in Rust, implementing WebGPU API.RedGPURedGPU - Javascript webGPU Enginesokol3D-API wrapperwgpuNative WebGPU implementation based on gfx-haldgelA WebGPU engine.YUEPersonal WebGPU based 3D renderer.Simple-GPUFunctional WebGPU.VelloAn experimental GPU compute-centric 2D renderer.GWebGPUEngineA WebGPU Engine for real-time rendering and GPGPU.OrillusionOrillusion is a pure Web3D rendering engine which is fully developed based on the WebGPU standard.SWGPUA complete, fast and fun web game engine with examples.XGPUa higher-level, easy-to-use interface for building rendering engines or processing numeric data.webgpu-rendererA simple renderer implemented by WebGPU, includes a builtin path tracing pipeline.pointsA Generative Art library made in WebGPUWebGPU RaytracerRealtime path tracing via WebGPU compute shadersWebGPU-KitA minimal webGPU toolkit for rendering and compute pipelinesshadeupA language for WebGPU that makes writing shaders easierSundown EngineWebGPU game engine for fun and games.CobaltWebGpu 2D renderer.Toolkits and micro frameworks 🧰NameStarsLast CommitDescriptionreglFast functional WebGLlightgl.jsA lightweight WebGL libraryTWGLA Tiny WebGL helper Libraryp5.jsa new interpretation of Processing, not an emulation or port.Foura slightly higher level graphics API based on WebGL 1.0TDLTDL is a low-level library for WebGL apps (see TWGL)KickJSA WebGL game engine for modern web-browsersnanoglwebgl micro frameworkAlfridA WebGL tool setMediumProgressive WebGL toolkit for artPicoGL.jsA minimal WebGL 2-only rendering libraryO-GLMinimal WebGL frameworkmini-webglMini toy WebGL libraryphenomenon-pxThe fastest way to create pixel shaders.zen-3dJavaScript 3D library.GLOWGLOW is a WebGL wrapper, which focuses on easy creation and use of shaders.HelixA. Enable WebGL 2.0: Look for a flag that mentions enabling WebGL 2.0. If it’s available, set it to Enabled. However, in most current builds, WebGL 2.0 is enabled by Check WebGL Status: Many browsers allow you to test whether WebGL is enabled by visiting a WebGL test page. Simply searching WebGL test in your browser will yield several options. If the page displays a 3D graphic, WebGL is enabled; if not, you’ll need to enable it. Enabling WebGL: Google Chrome:

How to Enable and Disable WebGL in

With virgl:GALLIUM_DRIVER=virpipe MESA_GL_VERSION_OVERRIDE=4.0 minetestThe FPS of glxgears is higher when virgl enabled.After enabling virgl, Minetest FPS grows from 10 FPS up to 20 FPS.VLC with virgl is capable of playing 4K60p videos.SueprTuxKart becomes playable after enabling vrigl.The FPS of WebGL Aquarium doubled after enabling virgl. (You need to force enable WebGL in about:config)You can also consider using the GALIUM_DRIVER=virpipe startxfce4 command to start the desktop environment so that all programs will be rendered using virpipe by default. And it could increase the smoothness of the desktop environment. If a program crashes when virpipe is enabled, use GALIUM_DRIVER=llvmpipe to fallback to CPU rendering.4.2. In chroot#Setup a chroot environment, for exmaple chroot Ubuntu with XFCE4Set SELinux to PermissiveStart Termux X11 APP. Go back to Termux, execute:XDG_RUNTIME_DIR=${TMPDIR} termux-x11 :0 -ac &Mount Termux’s tmp to chroot’s tmp directoryexport CHROOT_DIR=/data/local/tmp/chrootubuntusudo busybox mount --bind $PREFIX/tmp $CHROOT_DIR/tmpLog into chroot. Start XFCE4sudo chmod -R 777 /tmpexport DISPLAY=:0 PULSE_SERVER=tcp:127.0.0.1:4713dbus-launch --exit-with-session startxfce4 &Run apps with virglGALLIUM_DRIVER=virpipe MESA_GL_VERSION_OVERRIDE=4.0 minetest4.3. Run Windows games#Install Box86 + Wine in proot-distro.Start virgl server in Termux.Run box86 with GALLIUM_DRIVER parameters:GALLIUM_DRIVER=virpipe MESA_GL_VERSION_OVERRIDE=4.0 box86 wine AIR.exe“Undertale” works well with virgl enabled.Also visual novel “Air”References#cheadrian/termux-chroot-proot-wine-box86_64/Hardware Acceleration Resources - GithubeNB256 - Hardware Acceleration in Proot? - Reddit

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User2504

= THREE.LinearMipMapLinearFilter; // Enable mipmapsThese techniques will help optimize the way textures are handled by the GPU, leading to faster rendering and lower memory consumption.3. Reduce Polygon Count in 3D ModelsThe complexity of your 3D models has a direct impact on the performance of your WebGL application. Models with high polygon counts can slow down rendering and overwhelm the GPU, particularly on mobile devices. To maintain high performance, you need to keep the polygon count as low as possible without sacrificing visual quality.Ways to Optimize Polygon Count:Simplify Models: Use 3D modeling tools like Blender or Maya to reduce the number of polygons in your models. Most tools offer automatic decimation features that reduce the polygon count while maintaining the overall shape and appearance of the model.Use Level of Detail (LOD): Level of Detail (LOD) allows you to switch between different versions of a 3D model based on the distance from the camera. When the object is far away, WebGL renders a low-polygon version, and as the user gets closer, a more detailed version is loaded. This reduces the rendering load on the GPU.const lod = new THREE.LOD();lod.addLevel(highDetailMesh, 50); // Detailed model when closerlod.addLevel(lowDetailMesh, 200); // Simplified model when further awayscene.add(lod);Cull Invisible Objects: Don’t waste resources rendering objects that are outside the camera’s view. WebGL allows for frustum culling, which automatically removes objects that are not visible in the camera’s view frustum (the 3D area that the camera can see). Many WebGL libraries like Three.js handle frustum culling automatically, but it’s

2025-04-01
User7041

You are using an out of date browser. It may not display this or other websites correctly.You should upgrade or use an alternative browser. Anyone knows Canvas blocking extension for Opera? I use Yandex, which keeps moving towards Opera, so Chrome extensions keep stopping working, like CanvasFingeprintblock now. Anyone tried TunnelBear Blocker? It seems to work pretty well for me in Chrome. jacemace Registered Member Joined: Sep 10, 2009 Posts: 78 Hi, I got %100 on - "0 user agents have the same signature"; is this a good outcome or not? Is it easier to identify etc.? I'd say, that depends. Quite generally this result means that you're perfectly identifiable. However, if you're using an add-on like Canvas Defender which creates noise by creating a new fingerprint with every browsing session or even every x minutes this result is basically meaningless, IMHO. By any chance, is your signature 5820BEE4 ? Just thinking, that maybe blocking canvas displays some default signature/file. Attached Files: a"> The webExtension version of CanvasBlocker is available (Beta):Version 0.4.0: changes: - switched to webExtension - notifications are now done via page action - minimal and maximal fake size are now respected in all fakeable functions - fake readout now fakes one pixel at once and no longer one single channel - new icon (special thanks to Thorin-Oakenpants) new features: - information of all fake events in one tab are visible - settings page now only shows settings that are useful within the given settings set - new preferences: * minimal fake size * setting to enable the inspection of the content of the faked canvas * new random number generator "constant" * setting to not fake the most frequent colors in a canvas * setting to enable canvas cache * setting to hide expert settings * setting to control if the alpha channel should be faked as well fixes: - ask mode did not work for input types - allow page scripts to overwrite the faked funtions - getImageData also faked when using fakeInput mode Last edited by a moderator: Sep 24, 2017 I checked Chrome @ and it shows that WebGL is enabled, which is correct I guess, but should we disable it? I've found Disable WeGL in the Chrome store which works, but I don't know what the implications of disabling WeGL are?Any advice appreciated. I disabled it using the Disable WebGL extensionWhat is WebGL and why it’s dangerous?WebGL (Web-based Graphics Library) is a collection of code for JavaScript that makes it possible for a website to access your video card in order to display interactive 3D-graphics using the HTML5 Canvas element—without using any third-party plug-ins.WebGL can be a threat to your device security and online anonymity. Cool, thanks!So does disabling WebGL only stop the fingerprinting or does it disable part of the browsers capability and function too. I don't see my browser affected in any way since I'm not using any 3D software Ah, gotcha. After disabling it i don't see any negative effects

2025-04-15
User6380

Smaller new features and bug fixes: Mesh import improved: Imported mesh name is now reflected in the scene graph explorer Improved Chinese Translation There is a downloadable action available for using Steam achivements without scripting. Fixed a bug causing 'plant rendering' advanced material flag not to be set when anisotropic rendering isn't checked as well. Fixed a bug causing CopperCube to crash when modifying a mesh which has been imported as animated mesh although it is static. Fixed a bug causing Oculus Rift support not to work on some systems Fixed a bug in WebGL causing Particle Systems as children of rotated nodes not to show up correctly at some viewing angles. Various minor bug fixes CopperCube 5.4.2 released This is a small free update for all existing users, download it here. New in this update: Dynamic day-night cycle support It is now easily possible to have a day-night cycle in your games and simulations: There is now a downloadable day-night cylce behavior from the extension script page. Additionally, it's now possible to change the color, radius and direction of realtime lights using scripting. The new properties are 'Radius' (for point lights), 'Color', and 'Direction' (for directional lights). --> Anisotropic filtering Added anisotropic filtering option to the advanced materials settings. This is an advanced filtering option for materials. Because it is memory and computationally intensive, and likely slowing down your game, you have to enable it manually for surfaces where it should be applied to. It makes sense to do this for example for grounds or walls with a very detailed pattern on them. Works on Windows .exe and Mac OS X .app platforms. Fast collision detection for degenerated geometry Collision detection now also works nicely with degenerated and irregular geometry on all targets. This means that if you are not using the physics engine for movement but the built-in fast collision/response system, you are not likely to get stuck anymore if your 3D world consists of unclean modelled 3d data. Disable Browser Context Menu action There is now a free new downloadable action available which disables the browser's menu to appear when right-clicking in a WebGL app. You can download it from the extensions website. Better first person camera touch support on WebGL First person camera controls now work a lot more nicer on touch devices like phones and tablets, for the WebGL target. irrEdit options It is now possible to enable showing CopperCube irrEdit/Irrlicht views. This is basically a property window for Irrlicht Engine properties, where you have some more options for influencing materials and properties of various objects for Windows .exe and Mac OS X targets. It is also very useful when using CopperCube for developing Irrlicht

2025-04-04
User9614

Using libprojectM in EmscriptenprojectM supports OpenGL ES rendering, and can be compiled into WebAssembly for use in browsers. WebGL is similar toOpenGL ES, but not identical, so a few additional considerations apply to get projectM running with Emscripten.Additional Build SettingsA few additional build settings will be required when building an Emscripten wrapper. Pass these flags/parameterrs tothe Emscripten linker:-sUSE_SDL=2: It is highly recommended to use Emscripten's built-in SDL2 port to set up the rendering context. Thisflag will link the appropriate library.-sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2: Forces the use of WebGL 2, which is required for OpenGL ES 3 emulation.-sFULL_ES2=1 -sFULL_ES3=1: Enables full emulation support for both OpenGL ES 2.0 and 3.0 variants.-sALLOW_MEMORY_GROWTH=1: Allows allocating additional memory if necessary. This may be required to load additionaltextures etc. in projectM.Initializing Emscripten's OpenGL ContextIn addition to the above linker flags, some additional initialization steps must be performed to set up the OpenGLrendering context for projectM. Specifically, the OES_texture_float WenGL extension must be loaded explicitly tosupport the required texture format for the motion vector grid. The following code template can be used to set up aproper SDL2/WebGL context for projectM:#include #include #include int main(void){ // Init SDL's video and audio subsystems SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO); // Create the SDL window (will be tied to the Emscripten HTML5 canvas) SDL_window* window = NULL; SDL_renderer* renderer = NULL; SDL_CreateWindowAndRenderer(1024, 768, SDL_WINDOW_OPENGL, &window, &renderer); if (window == NULL || renderer == NULL) { fprintf(stderr, "Failed to create SDL renderer: %s\n", SDL_GetError()); return 1; } // Enable floating-point texture support for motion vector grid. auto webGlContext = emscripten_webgl_get_current_context(); emscripten_webgl_enable_extension(webGlContext, "OES_texture_float"); // Initialize projectM and put all other stuff below. return 0;}">#include #include #include #include int main(void){ // Init SDL's video and audio subsystems SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO); // Create the SDL window (will be tied to the Emscripten HTML5 canvas) SDL_window* window = NULL; SDL_renderer* renderer = NULL; SDL_CreateWindowAndRenderer(1024, 768, SDL_WINDOW_OPENGL, &window, &renderer); if (window == NULL || renderer == NULL) { fprintf(stderr, "Failed to create SDL renderer: %s\n", SDL_GetError()); return 1; } // Enable floating-point texture support for motion vector grid. auto webGlContext = emscripten_webgl_get_current_context(); emscripten_webgl_enable_extension(webGlContext, "OES_texture_float"); // Initialize projectM and put all

2025-04-03
User9841

There is now a command to save the texture as file to disk. It's possible to use the mouse wheel in the prefabs window Removed feature: It is no longer possible to target Flash players older than version 11 When switching the perspective, orthogonal views now place the camera more nicely. The path tool new works a bit nicer when adding new path nodes. Lots of updates to the documentation. CopperCube 4.5.1 released This is a small bug fix release, download it here: Fixed a bug causing mouse and key events not to work on the root scene node in WebGL, Flash and Android CopperCube 4.5 released CopperCube has just been released in version 4.5. It is a free update, you can download it from the download page. New features are: Oculus Rift support WebGL and Flash fullscreen mode and mouse pointer locking Touch events for WebGL New internal key and mouse event handling system (much more responsive now) CopperCube Oculus Rift support being tested Additionally, there is a new online demo available, showing the fullscreen and mouse locking in action. You can run it as WebGL and Flash or version directly from this website, using this link. The demo looks like this: Screenhot of the new demo The demo is also available as windows .exe with support for the Oculus Rift, download it here: CopperCube Oculus Rift demo (25 MB) The new Oculus Rift support is basically just an option to enable in the publishing settings of the editor: New option for creating apps with Oculus Rift support Detailed change log for version 4.5: Added support for the Oculus Rift VR device. The professional edition of CopperCube now is able to create apps running with the Oculus Rift, DK1 and probably also newer. Support for this is beta only, but it already works nicely. It only works with the Windows .exe target, though. To use it, simply check the 'Oculus Rift support' checkbox and whereever you are using a first person shooter style camera in your app, the user has full control over it using the Rift. WebGL and Flash fullscreen mode and mouse pointer locking is supported now. This is useful for nice first person shooter cameras, for example. There is a downloadable action for this available from here. But also available as the new JavaScript function ccbSwitchToFullscreen(). Works in Chrome, Firefox and in IE (while only fullscreen is supported in IE) WebGL now supports touch events. Meaning it also works nicely on Firefox and Chrome when using it on a touch screen device. CopperCube now requires minimum Flash Player 11.2 when publishing as hardware accelerated Flash app. (Because that version introduced the now supported mouse pointer locking)

2025-04-22

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