OGL
Examples
Geometry
Triangle Screen Shader Draw Modes Indexed vs Non-Indexed Load JSON (Javascript Object Notation) Wireframe WireMesh (wireframe) Base Primitives - Plane, Cube, Sphere Particles Instancing Instancing - GPU Picking
Particle Depth Sort
LODs (Level Of Detail)
Polylines Curves Paths Tube Torus
Load OBJ (Object file format)
Load GLTF (Graphics Language Transmission Format) GLTF KTX2 Basis Extension Helpers
Scene
Scene Graph hierarchy Sort Transparency Frustum culling
Interaction
Orbit controls Projection and Raycasting Mouse Flowmap
Shading
Fog Textures Anisotropic Skydome Cube Map Normal Maps Flat Shading Matcap Wireframe Shader
SDF Alpha test/clip (Signed Distance Fields)
MSDF Text Glyphs (Multichannel Signed Distance Fields) Point lighting with specular highlights PBR (Physically Based Rendering) Compressed Textures Simple Fresnel Shader
Frame Buffer
Render to texture Post FXAA (Fast Approximate Anti-Aliasing) Post Bloom Effect MRT (Multiple Render Targets)
Reflections
Shadow maps
Distortion (refraction)
Post Fluid Distortion
Effects - DOF (Depth Of Field) + light rays + tone mapping
GPGPU Particles (General-Purpose computing on Graphics Processing Units)
Animation
Skinning
Blendshapes
Load Hierarchy Animation
Stencil
Stencil Shadows and Mirror
Performance
High mesh count
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