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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

Summary


In this chapter, we have seen how to use colors on objects, lights, and on the scene in general. Specifically, we have learned that an object can be colored per vertex, per fragment, or it can have a constant color.

The color of light sources in the scene depends on implemented lighting model. Not all lights need to be always white. We have also seen how uniform arrays simplify working with multiple lights in ESSL and in JavaScript WebGL. Also we have created point directional lights.

The alpha value does not necessarily make an object translucent. Interpolative blending is necessary to create translucent objects. Also, the objects need to be rendered back-to-front.

Additionally, face culling can help to produce better results when there are multiple translucent objects present in the scene.

In Chapter 7, Textures, we will study how to paint images over our objects. For that we will use WebGL textures.

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