I actually got it working last Tuesday and the working example of it has been up since then. I just wanted to polish it more and maybe make a different example to show the process in this writeup. However, I’ve been busy since last Tuesday and prolonging this announcement seems unwise so I’m just going to go with what I have.
createGraphics now runs with a 3D environment!
After a couple of months of thinking and deciphering the brilliant hack that John Resig put in for createGraphics/PGraphics, I finally got its 3D counterpart working. Actually, it wasn’t really a couple of months… maybe altogether about 2 straight weeks. I’ve had to test whether it was possible first and the results were very good. It also helped me file bug 571061 with Mozilla. Once I had it working without Processing.js (PJS), I knew what the process was to get it working with PJS. At first, I implemented it with pre-existing canvases. Once that worked, I changed it to work with dynamically created ones. It turns out that I was already really close and in the end the code only needed a few modifications. And now we have createGraphics working with the 3D scope as well! Maybe I’ll put up a better example sometime soon involving great uses for this new feature, like mirrors suggested by F1LT3R.

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[...] When I last talked about createGraphics, I said I had it working with 3D. This was partly true. I had an oversight and assumed all was done. 3D was working as long as the initial context for the sketch was 2D. I figured this out last week as I was trying to use createGraphics for textMode. My naïvety made me think this would just work while the context was originally 3D. Of course, it didn’t. Trying to render 2D or 3D on an original 3D context didn’t work. That’s because we didn’t handle it. Now, I’m trying to fix that to implement textMode. [...]