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WebGL Beginner's Guide

You're reading from   WebGL Beginner's Guide If you're a JavaScript developer who wants to take the plunge into 3D web development, this is the perfect primer. From a basic understanding of WebGL structure to creating realistic 3D scenes, everything you need is here.

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Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691727
Length 376 pages
Edition 1st Edition
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Table of Contents (18) Chapters Close

WebGL Beginner's Guide
Credits
About the Authors
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with WebGL FREE CHAPTER 2. Rendering Geometry 3. Lights! 4. Camera 5. Action 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques Index

Creating and uploading a texture


First off, for various reasons your browser will naturally load textures "upside down" from how textures are traditionally used in desktop OpenGL. As a result, many WebGL applications specify that the textures should be loaded with the Y coordinate flipped. This is done with a single call from somewhere near the beginning of the code.

gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);

Whether or not you use this mode is up to you, but we will be using it throughout this chapter.

The process of creating a texture is very similar to that of creating a vertex or an index buffer. We start by creating the texture object as follows:

var texture = gl.createTexture();

Textures, like buffers, must be bound before we can manipulate it in any way.

gl.bindTexture(gl.TEXTURE_2D, texture);

The first parameter indicates the type of texture we're binding, or the texture target. For now, we'll focus on 2D textures, indicated with gl.TEXTURE_2D in the previous code snippet. More targets...

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