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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

Time for action – bouncing ball


  1. Open ch5_BouncingBalls.html in your HTML5-enabled Internet browser.

  2. The orbiting camera is activated by default. Move the camera and you will see how all the objects adjust to the global transform (camera) and yet they keep bouncing according to its local transform (bouncing ball).

  3. Let's explain here a little bit more in detail how we keep track of each ball.

    • First of all let's define some global variables and constants:

      var ball = [];        //Each element of this array is a ball
      var BALL_GRAVITY = 9.8;  //Earth acceleration 9.8 m/s2
      var NUM_BALLS = 50;      //Number of balls in this simulation
    • Next, we need to initialize the ball array. We use a for loop in the load function to achieve it:

      for (var i=0;i<NUM_BALLS;i++){
             ball.push(new BouncingBall());
             Scene.loadObject('models/geometry/ball.json','ball'+i);
      }
    • The BouncingBall function initializes the simulation variables for each ball in the ball array. One of this attributes is the position, which...

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