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afilahklegreggman
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fix typo
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webgl/lessons/webgl-3d-orthographic.md

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@@ -352,7 +352,7 @@ units as well. I'll pass in some value similar to `width` for the `depth`
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so our space will be 0 to `width` pixels wide, 0 to `height` pixels tall, but
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for `depth` it will be `-depth / 2` to `+depth / 2`.
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Finally we need to to update the code that computes the matrix.
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Finally we need to update the code that computes the matrix.
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```js
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// Compute the matrix

webgl/lessons/webgl-boilerplate.md

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@@ -101,7 +101,7 @@ care and had a non WebGL fallback I'd use some build step with something like
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[Babel](https://babeljs.io/) to convert the code above into something that IE
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understands.
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In the past I liked to to store my shaders in non javascript <script> tags.
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In the past I liked to store my shaders in non javascript <script> tags.
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It also makes them easy to edit so I'd use code like this.
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/**

webgl/lessons/webgl-qna-pure-webgl-dashed-line.md

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@@ -41,7 +41,7 @@ I'm assuming it works like this. You have a buffer of positions. You make a corr
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lengthSoFar.push(lengthSoFar[ii - 1] + distance(positions, ii - 1, ii));
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}
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Now you can make buffers for both `positions` and `lengthSoFar` and pass `lengthSoFar` as an attribute into your vertex shader and from there pass it as a varying to to your fragment shader.
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Now you can make buffers for both `positions` and `lengthSoFar` and pass `lengthSoFar` as an attribute into your vertex shader and from there pass it as a varying to your fragment shader.
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Unfortunately it won't work with indexed geometry (the most common type?). In other words it won't work with `gl.drawElements`, only with `gl.drawArrays`. Also the dashed line would be dashed in 3D not 2D so a line going into the screen (away from the viewer) would look different than a line going across the screen. Of course if you're drawing 2D then there's no problem.
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