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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

Using texture coordinates


So now that we have our texture ready to go, we need to apply it to our mesh somehow. The most basic question that arises then is what part of the texture to show on which part of the mesh. We do this through another vertex attribute named texture coordinates.

Texture coordinates are two-element float vectors that describe a location on the texture that coincides with that vertex. You might think that it would be most natural to have this vector be an actual pixel location on the image, but instead, WebGL forces all the texture coordinates into a 0 to 1 range, where [0, 0] represents the top left-hand side corner of the texture and [1, 1] represents the bottom right-hand side corner, as is shown in the following image:

This means that to map a vertex to the center of any texture, you would give it a texture coordinate of [0.5, 0.5]. This coordinate system holds true even for rectangular textures.

At first this may seem strange. After all, it's easier to determine...

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