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Inconsistent rendering with multiple buffers between HeNerator and GLSLViewer #5

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aferriss opened this issue Sep 25, 2021 · 2 comments

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@aferriss
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I noticed a few differences between Henerator and GLSLViewer outputs:

  • Time seems to move at a different speed between the two. The browser looks much slower.
  • Exports using HeNerator set the buffer's filtering and wrap modes to different settings than in GLSL viewer. In HeNerator, we're getting NEAREST and CLAMP_TO_EDGE, while GLSLViewer gets LINEAR and REPEAT. I know there's restrictions in the browser for repeat and NPOT textures, but I think they have been lifted for webGL2.
  • The colors between the two environments are ever so slightly different. I wonder if there is some blending happening by mistake in the browser (this might be happening with all HeNerator Sketches, but I definitely noticed it with the ripples example).
  • I see flickering and occasional glitchy frames with the multiple buffer examples in the browser.

Chrome 94
MPB Osx 11.5.2

@patriciogonzalezvivo
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patriciogonzalezvivo commented Sep 26, 2021

Nice catch! There is this PR patriciogonzalezvivo/glslCanvas#37 for adding WebGL 2.0 to GlslCanvas (which is what I'm embedding w HeNerator, also haven't touch in years). I'm adding you to that project

@patriciogonzalezvivo
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I'm executing on a parallel plan (probably a goose chase) but I think it will be worth it. Instead of keep updating GlslCanvas to catch up with GlslViewer, port glslViewer to the web using emscripten WASM. Already made some progress on it https://twitter.com/patriciogv/status/1443220788396580864?s=20

I will keep you updated

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