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POSTS 13 posts


          Deep dive into the HTML-in-Canvas proposal by the Chrome team — letting Canvas natively render real, interactive, accessible HTML content. From basic usage to WebGL 3D textures, from pitfalls to cross-browser polyfill strategies — bridging DOM and pixel worlds in one article.

Exploring HTML-in-Canvas: A New Web Frontier

Deep dive into the HTML-in-Canvas proposal by the Chrome team — letting Canvas natively render real, interactive, accessible HTML content. From basic usage to WebGL 3D textures, from pitfalls to cross-browser polyfill strategies — bridging DOM and pixel worlds in one article.

12 | Noise Functions

Noise function principles (Perlin gradient noise, Simplex simplex noise, FBM fractal Brownian motion), cloud/terrain/fire/vertex deformation practical examples, noise animation, frequency & amplitude, five homework cases

11 | GLSL Math Functions

Built-in GLSL math functions (mix/step/smoothstep/sin/cos/pow), vector operations (dot/cross/normalize), drawing basic shapes with math, fract/mod periodic functions, coordinate transforms and UV mapping

10 | GLSL Basics

Vertex/Fragment shader execution flow, gl_Position / gl_FragColor, attribute / uniform / varying channels, ShaderMaterial vs RawShaderMaterial, GLSL strong typing and built-in functions

08 | Model Loading

GLTF/GLB format details, GLTFLoader, Draco compression, LoadingManager progress, model auto-scaling and centering, LOD strategy, AnimationMixer

07 | Scene Graph and Transformations

Scene graph tree structure, parent-child relationships and transform inheritance, local vs world coordinate systems, Object3D grouping, scene.traverse() traversal, AxesHelper/GridHelper debugging

06 | Textures and Mapping

TextureLoader, UV coordinates and texture mapping, repeat/offset/wrap control, CubeTextureLoader skybox, environment map and reflection, RGBELoader HDRI

05 | Cameras and Controls

Distinguish perspective and orthographic cameras, master OrbitControls configuration, understand camera parameters (fov, aspect, near, far), and learn camera switching and parameter adjustment.

04 | Lights and Shadows

Master 5 light types (Ambient / Hemisphere / Directional / Point / Spot), understand the three elements of shadows, and learn to balance shadow quality with performance.