Commit 80219df6 authored by amandaghassaei's avatar amandaghassaei

small chnages

parent b35d5a2c
......@@ -440,7 +440,7 @@
<img style="width:100%" src="img2.png"/>
<br/><br/>
To learn more about the math involved, check out the following sources:<br/>
<a href="https://pdfs.semanticscholar.org/84b8/c7b7eecf90ebd9d54a51544ca0f8ff93c137.pdf" target="_blank">Real-time ink simulation using a grid-particle method</a> - mixing Eulerian and Lagrangian techniques for fluids<br/>
<a href="https://pdfs.semanticscholar.org/84b8/c7b7eecf90ebd9d54a51544ca0f8ff93c137.pdf" target="_blank">Real-time ink simulation using a grid-particle method</a> - mixing Eulerian and Lagrangian techniques for fluids.<br/>
<a href="http://http.developer.nvidia.com/GPUGems/gpugems_ch38.html" target="_blank">Fast Fluid Dynamics Simulation on the GPU</a> - a very well written tutorial about programming the Navier-Stokes equations on a GPU.
Though not WebGL specific, it was still very useful.<br/>
<a href="http://jamie-wong.com/2016/08/05/webgl-fluid-simulation/" target="_blank">Fluid Simulation (with WebGL demo)</a> - this article has some nice, interactive graphics that helped me debug my code.<br/>
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......@@ -9,13 +9,15 @@ function initGPUMath(){
var canvas = document.getElementById("glcanvas");
var gl = canvas.getContext("webgl", {antialias:false}) || canvas.getContext("experimental-webgl", {antialias:false});
gl.getExtension('OES_texture_float');
var floatTextures = gl.getExtension("OES_texture_float");
if (!floatTextures) {
console.warn("floating point textures are not supported on your system");
}
gl.disable(gl.DEPTH_TEST);
var maxTexturesInFragmentShader = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
console.log(maxTexturesInFragmentShader + " textures max");
function GPUMath(){
this.reset();
}
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