It's not perfect, for sure; I mean, heck, I spent less than a day
on it. In case I come back to it later, I made the following list of
its biggest problems.
because <canvas> drawing is painfully slow, it's painfully
slow. On a dual-core 1.8GHz machine, it does around 3000 polygons
per second, with a single lighting source and flat shading. There
might be room in there to double its speed. But it's still fast
enough to be cool. (I mean, hey, that's about as fast as Mesa,
right? :) )
I haven't implemented Gouraud shading yet.
I wish I could implement texture-mapping, but I'm pretty sure
that'll be too slow.
On one hand, it's great that the <canvas> widget does
antialiased drawing with alpha by default. But I wish I could turn
it off for this — it results in dotted lines running down the
diagonals of all the rectangles. I could work around this to some
extent by supporting rectangles (well, planar quadrilaterals) as a
primitive, but that still leaves dotted dark lines running down the
joints between them. Supersampling antialiasing (where each pixel
starts out as 4 or 9 pixels in a super-res image) would work.
There's, like, no UI. There are some nifty solid-modeling things
in the code that aren't obvious from the UI.
If you change the state of one of the checkboxes while "Go" is
unchecked, nothing happens until you check "Go" again;
There are still big optimization opportunities in the code; for example:
You could store the normals and transform them with the
matrix instead of doing a cross-product on every polygon every frame;
And in this object, there are eight times as many polygons as
there are normals, so you could win even bigger;
It's not even doing backface removal because I'm too dumb to figure out
how to do it safely with perspective;
If you had a numerical-array library like NumPy or PDL in
your browser, you could probably make it 100 times faster,
roughly as fast as a normal software renderer; also, the code
would be a lot simpler;
If you were doing it in 3D hardware, you could probably make
it 100 times faster again;
Maybe there's some way to do the Z-sort without invoking a
There are lots of places where we might be able to cons less
by preallocating arrays of the right size;
And, going even further, there's really no reason it needs to
cons at all when going from one frame to the next — it
should be able to run in constant space;
This is probably irrelevant except for the wire-frame, but
unrolling the loops in 'xform' would probably make it faster;
The 'extrude_shape' function may generate the same points and
lines twice — in the torus, there are two copies of the
The stitching logic in 'extrude_shape' is pretty tightly tied to
how 'augment' works.
Also, maybe it would be nice to be able to pull out that logic
for use in some other kind of mesh-generation code, like something
that graphs a height field or a parametric function.