Hi Dan, I think the easiest way to see the code is to press Ctrl+U (see the source) or Ctrl+Shift+J (developer tools) in Chrome.
On the left HTML5 canvas there is the experimental canvas version of the Lively Kernel. On the right side is another HTML5 canvas with WebGL (which is used with a library called GLGE). There is a xml file called mylevel.xml that is used to define the GLGE scene. In this xml, the cube and the canvas used as a texture for the cube are defined. In my demo code (demo.js) I use HTML5 canvas API (i.e. function called drawImage(image, dx, dy, dw, dh)) to draw the Lively Kernel canvas on certain places on to the texture canvas of the cube. This drawing is done in every 33 milliseconds. I believe that, the left side canvas could be used as a texture for the cube directly, but because textures are "wrapped" around objects, it would look weird. Haven't test this though. BR, Arto Salminen Dan Ingalls wrote: > Arto, this is great! Glad to see you making progress. > > I haven't had a chance to look at the code (is there an easy way?), but I'm > curious how you render to the faces of the cube. Is there some way you are > "pasting" part so the world image onto the cube, or are you actually using > Lively's Canvas display mode to render onto each face? I am hoping the > latter, as it would mean that you have essentially all the canvas display > protocol (fonts and all) working to the WebGL canvas. Is this true? > > Either way, it's great to see the beginnings ;-) > > - Dan _______________________________________________ lively-kernel mailing list [email protected] http://lists.hpi.uni-potsdam.de/listinfo/lively-kernel
