Monthly Archives: July 2017

WebGL 2 Development with PicoGL.js, Part 2: Textures and Framebuffers


This post is part of the series WebGL 2 Development with PicoGL.js.

In Part 1, we learned the basics of drawing with PicoGL.js:

  • We created an app.
  • We wrote some shaders in GLSL ES 3.00, and compiled them into a program.
  • We created vertex buffers to store geometry data and combined them into a vertex array.
  • We combined our program and vertex array into a draw call, which we used to draw.

In this lesson, we’re going to add two important tools to our drawing toolkit: textures and framebuffers.

Continue reading WebGL 2 Development with PicoGL.js, Part 2: Textures and Framebuffers


WebGL 2 Development with PicoGL.js, Part 1: The Triangle


This post is part of the series WebGL 2 Development with PicoGL.js.

Welcome to our first lesson! As with any graphics tutorial, the first thing we need to do is get a triangle on the screen.


First a bit of set up. To get started we’ll need the following:

  • A text editor.
  • A recent version of Chrome or Firefox.
  • The SpectorJS browser plugin for debugging. SpectorJS is an extremely powerful debugger that allows you to see all WebGL calls and all GL state that went into a given frame. For usage details, check out this tutorial.
  • PicoGL.js (minified source).
  • glMatrix (minified source). We’ll use this for the math in later parts of the series.
  • A simple HTTP server. Some easy options are:
    • Run python -m SimpleHTTPServer if you have python installed.
    • Use nano-server if you have node.js installed.

Throw the two libraries into a directory on your machine, and create an HTML file named part1.html. Run your server and navigate to the correct URL to view the page (default is localhost:8000/part1.html for SimpleHTTPServer, localhost:5000/part1.html for nano-server). It’ll just be a blank page, but we’ll fix that shortly.

Continue reading WebGL 2 Development with PicoGL.js, Part 1: The Triangle

WebGL 2 Development with PicoGL.js


WebGL 2 is a substantial update to the WebGL API that requires a deeper understanding of the graphics pipeline than was necessary for WebGL 1. Many of the new features require manually ensuring that handles and memory are correctly laid out so that the pipeline can use them efficiently, but this setup can fail in subtle ways that can be difficult to debug.

PicoGL.js is a small WebGL 2 library with the modest goal of simplifying usage of new features without obscuring the functioning of the GL. The constructs one works with are the constructs of the GL: vertex array objects, vertex buffer objects, programs, transform feedbacks. PicoGL.js simply provides a more convenient API for interacting with those constructs, manages GL state, and also provides workarounds for some known bugs in WebGL 2 implementations.

This tutorial series will provide an introduction to WebGL 2 development though PicoGL.js. Readers are expected to have some familiarity with WebGL 1 or another 3D graphics API. While I will try to fully describe the concepts that will be discussed, this series will be challenging for those with no graphics background. I’d recommend the Udacity Interactive 3D Graphics course or WebGL 2 Fundamentals for total beginners

This page will act as a table of contents that will be updated as the series progresses.