I took Ed Angle's UNM Computer Graphics course, and introduced the idea of using webGL for our homework:
The next version of his book will be webGL based!
Basic matrix libraries were available and quite good. But basic webGL "plumbing libraries were not. As far as I could see, most were for games and scene graphs. I want something MUCH lower level.
Its a bit hard to articulate, but basically I want a "workflow" which stitches together the webGL primitives, and avoids the evil Black Screen Of Death whenever I get some sequence of operations wrong.
I want help with coordinating multiple program objects with multiple shader pairs, but possibly shaders shared amongst the program objects. I want help managing the attribute buffers for these programs, again with a sort of plug-n-play with the buffers and the program objects. I want the program objects to manage their bufers and variables .. uniforms and their binding. TypedArrays help possibly, but they seem easy enough on their own. Possibly help with optimal packing of multiple attributes in a single TA?
I would like a bit of help too with some very basic but complicated webGL stunts like double-framebuffers, and reasonable GPU storage of shapes/textures that are often used but uploaded once only. I guess this means handling element arrays which refer to static vertex meshes. These could really just be "best practices", shader snippets rather than complete shaders.
I think you get the idea. NOT three.js or any of those, I want to be light weight and close to webGL itself. But just "protected" from the BSOD. Debugging would be cool, I've used webgl-debug.js with success. Shader simulators would sure be nice!
Any pointers? Please!
-- Owen