I've been wanting to do some OpenGL stuff for a long time, and shaders are my easy way in. I've written ray-tracers in C/C++ for the last 15 years, so the potential to do proper per-pixel lighting and experiment with different shaders appeals. With these ray-tracers, the images were always static, so I'm starting from a place where being able to play with light and texture is more important than dynamic animation. Being on a Mac, I don't have access to RenderMonkey, and with WebGL it seems reasonable that something like that could be implemented as a web-app, with all the general cross-platform yumminess that brings.
So this is my initial proof of concept. I'm thinking of aiming towards a similar feature set to the Mac's own OpenGL Shader Builder, but not sure how much effort I will put into developing this yet.
Let me know any thoughts! @codedstructure
(these are vaguely in the order I'm planning to implement them, strikethrough when done!)
The basics of this were derived from the Getting Started with WebGL documentation from Mozilla - in fact the underlying javascript for setting things up (including the perspective transforms and the frame ticking) are in the webgl-demo.js file. To begin with this was is hardly touched from the live demo referenced from that page, but it's starting to diverge to the point where I should redo it from scratch - lots of the comments are no longer relevant, for example.
Also see the Learning WebGL resource, which pointed me in this general direction in the first place. Thanks Giles!