Rendering 1 Million Spheres with OpenGL and WASM: A Debugging Journey

2025-03-01

The author tackled a hiring challenge: rendering one million spheres using OpenGL. The project was then ported to WASM and WebGL to improve performance and accessibility. The article details two crucial mistakes: incorrectly mapping texture coordinates resulting in flattened spheres, and reusing VAOs causing rendering anomalies. The author successfully rendered the spheres and shares lessons learned and resource links.

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