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WebGLU is both a set of low-level utilities and a high-level engine for developing WebGL based applications.

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I AM TAKING FEATURE/DEMO/IMPLEMENTATION DETAIL SUGGESTIONS
Email: bpd9116+WebGLU@gmail.com
AIM: BenjaminDeLilo

WebGLU is both a set of low-level utilities and a high-level
engine for developing WebGL based applications. 

WebGLU is designed such that a developer can focus on the 
end result with a minimum of fuss and code, but doesn't hand
hold developers who want more control. This is achieved by 
exposing the raw GL object and also many lower-level 
functions for working with it and the WebGL API.

WebGLU's "point" is to seperate the act of rendering from
the act of defining what to render and how to render it.
This means all objects, shaders, attributes, uniforms, etc.
and their interactions, can be dealt with up-front as 
opposed to strewn throughout the rendering code. As far as
rendering code goes, unless you want to mess around with
low level, the only rendering related call you need to
worry yourself about is $W.draw().

A partial list of features includes:

 * Designed with performance in mind. Any performance
 criticisms are taken very seriously.

For shaders and shader programs
 * Can load directly from .frag/.vert/.vp/.fp files 
 (and automatically assign the right shader type)

 * Create on attach - loads and sets-up the shader from 
 within shaderProgram.attachShader()

 * All compiling and linking is handled automatically, as
 needed

 * Automatically sets up any projection/modelview uniforms

For rendering
 * Provides projection and modelview matrix-stacks which 
 approximate the behavior of OpenGL matrix modes

For renderable objects
 * Automaticaly creates array/element buffers as necessary
 and binds them as needed during rendering.

 * Each object can be assigned a different shader program

 * Store data for shader attributes simply with a single
 call

 * A partial .obj parser is implemented to load objects

 * Now supports object hierarchies!

 * Static image and video textures 
 (canvas textures are planned)

For animation
 * Procedural animations are as easy as overriding
 myobject.animation.update()

 * Keyframe animations are almost as simple
 myobject.animation = new $W.anim.KeyFrameAnimation();
 myFrame = new $W.anim.KeyFrame(pos, rot, scale, time);
 myobject.animation.addKeyframe(myFrame);

 * You can mix animation types within an object hierarchy

For interaction
 * GameGLU companion library provides for easy keybinding



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Copyright (c) 2009 Benjamin P. DeLillo

Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:

The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.

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