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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

Reading Pixels from the Offscreen Framebuffer

We can now go to the offscreen buffer and read the color from the appropriate coordinates:

WebGL allows us to read back from a framebuffer using the readPixels function. As usual, having gl as the WebGL context variable within our context:

Function Description
gl.readPixels(x, y, width, height, format, type, pixels)
  • x and y: Starting coordinates.
  • width and height: The extent of pixels to read from the framebuffer. In our example, we are just reading one pixel (where the user clicks), so this will be 1, 1.
  • format: Supports the gl.RGBA format.
  • type:: Supports the gl.UNSIGNED_BYTE type.
  • pixels: A typed array that will contain the results of querying the framebuffer. It needs to have sufficient space to store the results depending on the extent of the query (x, y, width, height). It supports the Uint8Array type.

Remember that...

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