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Extending Processing.js with a OBJ Importer Part 3 September 29, 2011

Posted by Andor Saga in Open Source, Processing.js, webgl.
10 comments

OBJ model loaded into Processing.js

For some time now I’ve been working on an OBJ loader for Processing.js. This loader reads and parses OBJ files which contain 3D models as a set of vertices, normals and texture coordinates. The loader then creates the necessary WebGL buffers used to render those models in Processing.js.

A project for Processing already exists: Saitoobjloader. I’m simply trying to make a JavaScript equivalent.

0.1

The project has lagged, significantly. But not because I was working on XB PointStream. It lagged because calling something 0.1 can be very difficult. As I kept adding support for more features, my standards for the loader kept increasing thus pushing the date further and further back.

Then about a week ago, I decided it was too late and it needed to ship now. In a fury I wrote a series of references tests and decided that would mark 0.1. When I finished the tests I ‘released’ the code. That is, I put the associated ticket up for review.

Looking back on the experience I learned a couple valuable things.

Start with tests

If I had created 10 tests and said to myself “Once it passes these, that’s 0.1” I could have had it out the door a long time ago. At the time I didn’t realize what I did, but in retrospect it makes sense. I had set a hard standard for the project and a completion criteria.

Set Limits

Just before releasing I was hesitant as I wanted to add support for quads. I already had the logic from a previous project and knew it was simple to implement. But I knew as soon as I added support for it, the project would slip once again. Instead of writing the code, I added known failure ref tests. I moved quads from 0.1 to 0.2. In a strange way I’m more proud of my decision not to support quads then the entire project itself.

My supervisor (Dave Humphrey) has a new intake of open source students trying to figure out the whole 0.1 thing too. Hopefully this might help some of them.

Moving Forward

Now I didn’t get the actual code staged into Processing.js. But the result of placing the ticket up for review spun off an important meeting with some of the lead developers of Processing.js: Dave Humphrey, Jon Buckley and Mike Kamermans. We talked about the necessary changes Pjs would need to support libraries and we set some milestones.

I’m looking forward to continuing my work on the loader. Once we have library support in Pjs, we’ll also have a decent OBJ loader to go with it (:

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House of Cards WebGL Demo Source September 2, 2011

Posted by Andor Saga in Open Source, webgl, XB PointStream, point cloud.
2 comments

On Wednesday I posted a video on YouTube of Firefox rendering Radiohead’s “House of Cards” point cloud data in WebGL. I’m now releasing the code for anyone to play with RIGHT HERE. If you download it, make sure to read the README file!

I tested the demo on Chromium and found that it didn’t work, so I’ll be debugging that over the weekend. If you find any other issues with the code or instructions or if you make a neat visualization, let me know!