One thing I've come to know about myself is that I learn best by doing. As such I will be documenting the process of learning WebGL from the roots to the leaves. I’ve set myself a curriculum to follow which begins with WebGL basics but also includes brush-up courses in trigonometry and linear algebra.
Of course no good technical blog post is complete without interactive examples so I will also be building a WebGL toolkit to abstract each function after I've learned them. In doing so I hope to end up with a useful library and documentation on the things I’ve learned to look back on later.
To begin I've written a single class
WebglToolkit.Canvas which takes parameters for element, height, width, and color then initializes a canvas in the
I considered using a pre-existing library like trusty old three.js for my examples but decided against it in the interest of truly understanding the inner working if WebGL. My first step was to create a repository and set it up in a modular fashion to allow for growth. I expect a shift in architecture as I implement more challenging features so for now I'm importing classes and making them available under the oh so creative name
You can check out the repository here WebglToolkit