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A common interface for setting up 3D plots

Home Page: https://gl-vis.github.io/gl-plot3d

License: MIT License

JavaScript 99.02% GLSL 0.98%

gl-plot3d's Introduction

gl-vis

A modular visualization system for JavaScript.

gl-plot3d's People

Contributors

alexcjohnson avatar archmoj avatar bpostlethwaite avatar dependabot[bot] avatar dy avatar etpinard avatar jdpaterson avatar mikolalysenko avatar monfera avatar

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gl-plot3d's Issues

Canvas scaling skwed

Using the following code:

var createScene = require('gl-plot3d');
var scene = createScene({'canvas': document.getElementById('mycanvas')});

I expect the canvas to maintain it's height and width defined in html. This was the case in v1.0.0. However, when I try 1.0.1, adding the scene to the canvas results in a change in placement and dimension of the canvas.

iPhone/iPad flickering

Related #11

Some frames get lost while panning in iPad/iPhone. That is not happening if context has preserveDrawingBuffer: true, therefore frame gets rendered before marked as dirty.
Similar issue was in dy/pan-zoom@2cfc238.

Hardware + chrome-dependent washed out colors

If I visit this page: https://rreusser.github.io/plotly-mock-viewer/#gl3d_bunny

On a computer with these specs:
OS X El Capitan
Version 10.11.6
MacBook Pro (Retina, 13-inch, Early 2015)
Processor 2.7 GHz Intel Core i5
Memory 8 GB 1867 MHz DDR3
Graphics Intel Iris Graphics 6100 1536 MB

With Chrome 62.0.3202.94

I see this:
screen shot 2017-12-08 at 2 52 02 pm

With Chrome <= 59, I see this:

screen shot 2017-12-08 at 2 54 58 pm

If I change scene.js#L706 to this:

gl.clearColor(0,0,0,0.0000001)

I see this:

screen shot 2017-12-08 at 2 57 19 pm

I'm aware of this happening on other webgl software products and at least a couple computers using it. It seems like new Chrome has some sort of hardware-dependent bug.

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