svg-mesh-3d

Languages and libraries

graphics library

SHOW HN2015

94points
11comments
#263of 2,565 in 2015
Top 11%of 2015 by points

How HN took it

QuietFewer than 5 comments about the project

1 positive, 2 neutral or asking, 1 mixed, 0 critical, out of 4 comments about the project.

Docs: 1 for, 0 against

The thread, comment by comment

Each row is a top-level comment and its replies, in HN's order. Select a cell to open that comment on HN.

positive neutral or mixed critical about another commenter or something else the maker

What HN said

What people liked

  • Cool visualizations and demos

    From 2 comments
    • Sweet visualizations! Have you measured the performance of this form of tessellation vs. using GL_INVERT on the stencil buffer to implement the even-odd fill rule? I've always…
      pcwalton on HN
    • That's cool. As far as I can tell, you are approximating bezier curves with line segments. It is a valid solution in many cases, but I would not use this technique for anything…
      m1el on HN

Objections

  • Approximates Bezier curves with line segments, fine only for aesthetics

    From 1 comment
    • That's cool. As far as I can tell, you are approximating bezier curves with line segments. It is a valid solution in many cases, but I would not use this technique for anything…
      m1el on HN
  • Stencil buffer approach may be faster but loses MSAA in WebGL

    From 3 comments
    • Sweet visualizations! Have you measured the performance of this form of tessellation vs. using GL_INVERT on the stencil buffer to implement the even-odd fill rule? I've always…
      pcwalton on HN
    • > Unfortunately you lose MSAA with the stencil buffer approach. I don't think that's the case. Depth and stencil buffers are multisampled too. This makes e.g. stencil shadow…
      exDM69 on HN
    • Ah, I was referring to WebGL specifically. From what I've seen, you lose AA with stencil polygon approach. https://github.com/pixijs/pixi.js/issues/1011
      mattdesl on HN

Requests

  • Loop-Blinn curve rendering in WebGL

    From 2 comments
    • That's cool. As far as I can tell, you are approximating bezier curves with line segments. It is a valid solution in many cases, but I would not use this technique for anything…
      m1el on HN
    • > I would not use this technique for anything but aestetics. I agree Loop-Blinn produces better results, and I would like to see it implemented in WebGL, but it adds a great deal…
      mattdesl on HN

Questions

  • Performance compared to stencil buffer even-odd fill

    From 1 comment
    • Sweet visualizations! Have you measured the performance of this form of tessellation vs. using GL_INVERT on the stencil buffer to implement the even-odd fill rule? I've always…
      pcwalton on HN
  • Is it written in modern JavaScript

    From 1 comment
    • Is that written with the new JS standard? I have not seen much code in it.
      Nican on HN

Alternatives named

  • Loop-Blinn curve rendering

    From 1 comment
    • That's cool. As far as I can tell, you are approximating bezier curves with line segments. It is a valid solution in many cases, but I would not use this technique for anything…
      m1el on HN
  • Lux, MathBox, gamma

    From 1 comment
    • You can write composable WebGL, but it takes more work. Here's my Loop-Blinn example: http://cscheid.github.io/lux/demos/loopblinn/loopblinn.html The bits that do Loop-Blinn are…
      cscheid on HN
  • Stencil buffer fill approach

    From 1 comment
    • Sweet visualizations! Have you measured the performance of this form of tessellation vs. using GL_INVERT on the stencil buffer to implement the even-odd fill rule? I've always…
      pcwalton on HN

Category, keywords, summaries and labels on this page were made by AI (Thread Reader v2) and not checked by hand. Each point links to the comments it came from.

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