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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

Normal transformations


Whenever vertices are transformed, normal vectors should also be transformed, so they point in the right direction. We could think of using the Model-View matrix that transforms vertices to do this, but there is a problem: The Model-View matrix will not always keep the perpendicularity of normals.

This problem occurs if there is a unidirectional (one axis) scaling transformation or a shearing transformation in the Model-View matrix. In our example, we have a triangle that has undergone a scaling transformation on the y-axis. As you can see, the normal N' is not normal anymore after this kind of transformation. How do we solve this?

Calculating the Normal matrix

If you are not interested in finding out how we calculate the Normal matrix and just want the answer, please feel free to jump to the end of this section. Otherwise, stick around to see some linear algebra in action!

Let's start from the mathematical definition of perpendicularity. Two vectors are perpendicular...

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