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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


Let's summarize what we have learned in this chapter:

There is no camera object in WebGL. However, we can build one using the Model-View matrix.

3D objects undergo several transformations to be displayed on a 2D screen. These transformations are represented as 4x4 matrices.

Scene transformations are affine. Affine transformations are constituted by a linear transformation followed by a translation. WebGL groups affine transforms in three matrices: the Model-View matrix, the Perspective matrix, and the Normal matrix and one WebGL operation: gl.viewport().

Affine transforms are applied in projective space so they can be represented by 4x4 matrices. To work in projective space, vertices need to be augmented to contain an extra term, namely, w, which is called the perspective coordinate. The 4-tuple (x,y,z,w) is called homogeneous coordinates. Homogeneous coordinates allows representation of lines that intersect on infinity by making the perspective coordinate w = 0. Vectors always have...

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