Learn WEBGL with Real Code Examples
Updated Nov 25, 2025
Architecture
JavaScript API -> WebGL context
GPU access via OpenGL ES
Shaders compiled by browser GPU driver
Rendering pipeline controlled by JS
Browser sandbox restrictions
Rendering Model
Programmable shader pipeline
Vertex -> Rasterization -> Fragment flow
GPU-accelerated transformations
Texture mapping + sampling
Framebuffer-based rendering
Architectural Patterns
State machine rendering
Shader-based materials
Scene-graph layering (higher-level libs)
Texture atlas packing
Deferred & forward rendering
Real World Architectures
Three.js engines
Babylon.js game pipelines
GIS mapping engines
Medical 3D visualizers
CAD rendering pipelines
Design Principles
Expose GPU via safe JS API
Use OpenGL ES as foundation
Support cross-platform consistency
Enable real-time graphics
Remain backward-compatible
Scalability Guide
Use instancing for many objects
Use LOD models
Compressed textures
Spatial partitioning structures
Batched draw calls
Migration Guide
Identify WebGL 1 -> WebGL 2 differences
Rewrite fixed-function assumptions into shaders
Optimize buffer usage
Move to VAOs and UBOs
Consider transition path to WebGPU