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 HNThat'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 HNAh, 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