Comments (1)
Hi, @Knell0714! There's not a single answer to your question, and regl (or more generally, webgl) doesn't enforce any choices here. Point primitives work fine up to the maximum permitted size, but beyond that you might need to use two triangles to make a quad (instanced rendering might help here). Points are probably a perfect adequate place to start though. Then for each point, you could either apply a texture directly, or you could use the strategy used in regl-scatter2d and compute an SDF from an SVG or bitmap, see: svg-path-sdf, bitmap-sdf. Then you can just adjust the colors using the SDF value to get the look you want.
I made an example of this strategy here: https://observablehq.com/@rreusser/sdf-points-with-regl
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Related Issues (20)
- Stable codegen + caching the generated code. HOT 1
- Retrieving shader errors? HOT 3
- Live reloading shaders? HOT 2
- [Q] gl_FragColor is not deprecated in regl?
- [Q] How to prevent drawing of duplicate frames? HOT 2
- [Q]Draw to screen works good but FBO not. HOT 3
- [Q] how to prevent too frequent draws for the sake of safety?
- [Q] regl's animation unexpectedly displaced and scaled when resizing window
- Any possible way to use gl.TEXTURE_3D with webgl2? HOT 1
- Compliance with Trusted Types
- [Feature Request] Asynchronous DrawCommand
- Use KHR_parallel_shader_compile extension
- Where'd y'all go? HOT 4
- `regl` won't build with `gl: 4.0.1` HOT 1
- Video texture example shows black screen HOT 3
- Property 'color' does not exist on type 'Framebuffer2D' HOT 2
- compile function / debug package HOT 1
- online examples/playground broken (regl.party) HOT 3
- Is this project abandoned? HOT 2
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