To start using WebGL first you need to create a WebGLRenderingContext
. This is the class that contains all the calls to WebGL.
To obtain that instance you first need to have a HTMLCanvas and do the call to retrieve the context, similar of how it is done with the regular
Canvas2D.
This is done in LiteGL by callding the GL.create
method:
var settings = {
canvas: "mycanvas",
alpha: true
}
var gl = GL.create( settings );
Where settings is an object with several optional settings that you can pass, here is a list:
- canvas : it can be the HTMLCanvas element or the ID of the element. This way the context will be attached to that canvas.
- container : if no canvas is specified then a container can be specified where the canvas should be attached.
- width and height : the size of the canvas in case there is no canvas speficied and must be created.
- webgl2 : forces to create a webgl2 canvas
Any other option will be passed to the context creation function so you can add alpha, stencil, antialias, depth, etc. Check the MDN guide for more info
Once the context has been created you can start calling any WebGL function trhough the global variable gl
, which is defined automatically.
If you have more than one webgl context (like two canvas) you must keep track of the gl variable returned by the GL.create
method.
Now we have the context created probably you want to create a main loop. Check the main loop and input guide for more information.