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SketchpunkLabs | 001 : A Triangle : WebGL 2 WebGPU @SketchpunkLabs | Uploaded November 2019 | Updated October 2024, 6 days ago.
In this first video, We're going to break things down into distinct functions and show mirror examples in WebGL and WebGPU. The areas are Init, Shader, Ubo, Mesh and Render. We'll learn how to setup each bit that we need to get a simple triangle rendered on screen.

KEEP IN MIND. WebGPU is still being developed as I write this, so the code contained here may break at some point when the api gets changed around. This happened in the middle of developing this first lesson :)

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Links of Interest
google.com/chrome/canary

gpuweb.github.io/gpuweb
github.com/gpuweb/gpuweb
github.com/gpuweb/gpuweb/wiki/Implementation-Status
github.com/gpuweb/gpuweb/tree/master/design

redcamel.github.io/webgpu
github.com/redcamel/webgpu

github.com/austinEng/webgpu-samples
developers.google.com/web/updates/2019/08/get-started-with-gpu-compute-on-the-web

vulkan-tutorial.com/Drawing_a_triangle/Graphics_pipeline_basics/Introduction

github.com/SaschaWillems/Vulkan/tree/master/data/shaders
github.com/SaschaWillems/Vulkan/blob/master/examples

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GitHub :: github.com/sketchpunk/webgl2webgpu
Patreon :: patreon.com/sketchpunk
Twitter :: twitter.com/SketchpunkLabs
001 : A Triangle : WebGL 2 WebGPUWebGL2 : 111 : Quaternion Cone ConstraintFun with WebGL 2.0 : 033 : Barycentric Coordinates and WireframesWebGL2 : 100 : ECS P4: Input HandlinggetSource : Bezier Splines in 2D and 3DWebGL 2 : 049 : Ray Cylinder / Capsule IntersectionWebGL2 : 060 : Parse animations from GLTF FilesFun with WebGL 2.0 : 040 : Dual Quaternions with Skinning / BonesFun with WebGL 2.0 : 014 : Texture MasksWebGL2 : 115 : ECS Bone/Joint EntityWebGL 2.0 : 045 : Ray to Quad / Square / Rect and Circle IntersectionWebGL2 : 128 : Spring - Jiggle - Dynamic Bone

001 : A Triangle : WebGL 2 WebGPU @SketchpunkLabs

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