PicoGL.js is minimal WebGL 2 rendering library. It's meant for developers who understand the WebGL 2 rendering pipeline and want to use it, but with a more convenient API. Typical usage of PicoGL.js will involve creating programs, vertex buffers, vertex arrays, uniform buffers, framebuffers, textures, transform feedbacks, and combining them into draw calls.
// Create a PicoGL.js app to manage GL state.
var app = PicoGL.createApp(canvas)
.clearColor(0.0, 0.0, 0.0, 1.0);
// Create program from shader source.
var program = app.createProgram(vertexShaderSource, fragmentShaderSource);
// Scene geometry stored vertex buffer object.
var positions = app.createVertexBuffer(PicoGL.FLOAT, 2, new Float32Array([
// Vertex buffer and attribute pointer state stored
// in vertex array object.
var vertexArray = app.createVertexArray()
// Scene data stored in uniform buffer object.
var uniformBuffer = app.createUniformBuffer([
.set(0, new Float32Array([1.0, 0.0, 0.0, 0.3]))
.set(1, new Float32Array([0.0, 0.0, 1.0, 0.7]))
// Create a draw call from program, vertex array, uniform buffer.
var drawCall = app.createDrawCall(program, vertexArray)
PicoGL.js can be used directly by downloading the built source
and loading it via a script tag:
or it can be installed via npm
npm install picogl
and loaded via CommonJS-style
var PicoGL = require("picogl");
Note that PicoGL.js is not a scene graph library. There are no objects, hierarchies, transforms, materials, etc. It has been designed only to make management of GPU state more convenient. Its conceptual model maps fairly directly to the constructs one deals with when writing directly with the WebGL 2 API. The only higher-level construct is the draw call, which manages sets of related lower-level constructs.