<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>WebGL Tutorials on Learn OpenGL ES</title><link>https://www.learnopengles.com/category/webgl-tutorials/</link><description>Recent content in WebGL Tutorials on Learn OpenGL ES</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Fri, 08 Nov 2013 16:26:21 +0000</lastBuildDate><atom:link href="https://www.learnopengles.com/category/webgl-tutorials/index.xml" rel="self" type="application/rss+xml"/><item><title>Finishing Up Our Native Air Hockey Project With Touch Events and Basic Collision Detection</title><link>https://www.learnopengles.com/finishing-up-our-native-air-hockey-project-with-touch-events-and-basic-collision-detection/</link><pubDate>Fri, 08 Nov 2013 14:51:43 +0000</pubDate><guid>https://www.learnopengles.com/finishing-up-our-native-air-hockey-project-with-touch-events-and-basic-collision-detection/</guid><description>In this post in the air hockey series, we’re going to wrap up our air hockey project and add touch event handling and basic collision detection with support for Android, iOS, and emscripten. Prerequisites This lesson continues the air hockey project series, building upon the code from GitHub for ‘article-3-matrices-and-objects’. Here are the previous posts in this series: …</description></item><item><title>Adding a 3d Perspective and Object Rendering to Our Air Hockey Project in Native C Code</title><link>https://www.learnopengles.com/adding-a-3d-perspective-and-object-rendering-to-our-air-hockey-project-in-native-c-code/</link><pubDate>Wed, 18 Sep 2013 11:45:27 +0000</pubDate><guid>https://www.learnopengles.com/adding-a-3d-perspective-and-object-rendering-to-our-air-hockey-project-in-native-c-code/</guid><description>For this post in the air hockey series, we’ll learn how to render our scene from a 3D perspective, as well as how to add a puck and two mallets to the scene. We’ll also see how easy it is to bring these changes to Android, iOS, and emscripten. Prerequisites This lesson continues the air …</description></item><item><title>Loading a PNG into Memory and Displaying It as a Texture with OpenGL ES 2: Adding Support for Emscripten</title><link>https://www.learnopengles.com/loading-a-png-into-memory-and-displaying-it-as-a-texture-with-opengl-es-2-adding-support-for-emscripten/</link><pubDate>Thu, 25 Jul 2013 00:45:49 +0000</pubDate><guid>https://www.learnopengles.com/loading-a-png-into-memory-and-displaying-it-as-a-texture-with-opengl-es-2-adding-support-for-emscripten/</guid><description>In the last two posts in this series, we added support for loading a PNG file into OpenGL as a texture, and then we displayed that texture on the screen: Loading a PNG into Memory and Displaying It as a Texture with OpenGL ES 2, Using (Almost) the Same Code on iOS, Android, and Emscripten. …</description></item><item><title>Calling OpenGL from C on the Web by Using Emscripten, Sharing Common Code with Android and iOS</title><link>https://www.learnopengles.com/calling-opengl-from-c-on-the-web-by-using-emscripten-sharing-common-code-with-android-and-ios/</link><pubDate>Mon, 15 Jul 2013 02:05:25 +0000</pubDate><guid>https://www.learnopengles.com/calling-opengl-from-c-on-the-web-by-using-emscripten-sharing-common-code-with-android-and-ios/</guid><description>In the last two posts, we started building up a simple system to reuse a common set of C code in Android and iOS: OpenGL from C on Android by using the NDK Calling OpenGL from C on iOS, Sharing Common Code with Android In this post, we’ll also add support for emscripten, an LLVM-to-JavaScript compiler …</description></item><item><title>WebGL Lesson One: Getting Started</title><link>https://www.learnopengles.com/webgl-lesson-one-getting-started/</link><pubDate>Sun, 26 Jun 2011 23:19:57 +0000</pubDate><guid>https://www.learnopengles.com/webgl-lesson-one-getting-started/</guid><description>This is the first tutorial for learning OpenGL ES 2 on the web, using WebGL. In this lesson, we’ll look at how to create a basic WebGL instance and display stuff to the screen, as well as what you need in order to view WebGL in your browser. There will also be an introduction to …</description></item></channel></rss>