Skip to Main Content
WebGL Insights
book

WebGL Insights

by Patrick Cozzi
August 2015
Intermediate to advanced content levelIntermediate to advanced
416 pages
16h 58m
English
A K Peters/CRC Press
Content preview from WebGL Insights
1338.3 Performance
Adding a fallback for devices without VAO support is also straightforward. Let’s call
the code that binds buers and sets vertex attrib pointers related to a specic mesh the
binding block. If VAOs are supported, the code should initialize the VAO of each mesh
using the binding block. en, when the mesh is drawn, the code either binds the VAO
if VAOs are supported, or executes the binding block if VAOs are not supported. e
only case where this becomes more complicated is when there’s a dierent number of
active vertex attribute arrays for dierent meshes—then the code should add disable-
VertexAttribArray calls where appropriate. ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

Learning HTML5 Game Programming: Build Online Games with Canvas, SVG, and WebGL

Learning HTML5 Game Programming: Build Online Games with Canvas, SVG, and WebGL

James L. Williams

Publisher Resources

ISBN: 9781498716079