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Real-Time 3D Graphics with WebGL 2

You're reading from   Real-Time 3D Graphics with WebGL 2 Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0)

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Length 500 pages
Edition 2nd Edition
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Authors (2):
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Farhad Ghayour Farhad Ghayour
Author Profile Icon Farhad Ghayour
Farhad Ghayour
Diego Cantor Diego Cantor
Author Profile Icon Diego Cantor
Diego Cantor
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Table of Contents (14) Chapters Close

Preface 1. Getting Started FREE CHAPTER 2. Rendering 3. Lights 4. Cameras 5. Animations 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques 11. WebGL 2 Highlights 12. Journey Ahead 13. Other Books You May Enjoy

Picking

In the previous chapter, we covered how to use textures to add more detail to our 3D application. In this chapter, we'll learn how to interact with our WebGL application through a technique called picking. Picking refers to the ability to select objects in a 3D scene. The most common device used for picking is a computer mouse. However, picking can also be performed using other human computer interfaces, such as tactile screens and haptic devices. In this chapter, we will learn how picking can be implemented in WebGL.

In this chapter, you will:

  • Learn how to select objects in a WebGL scene using the mouse.
  • Create and use offscreen framebuffers.
  • Learn what renderbuffers are and how they are used by framebuffers.
  • Read pixels from framebuffers.
  • Use color labels to perform object selection based on color.
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