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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

Reading pixels from the offscreen framebuffer


We can go now to the offscreen buffer and read the color from the coordinates that we clicked on the canvas.

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

Function

Description

gl.readPixels(x, y, width, height, format, type, pixels)

x and y: Starting coordinates.

width, 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: At the time of writing this book the only supported format is gl.RGBA.

type: At the time of writing this book the only supported type is gl.UNSIGNED_BYTE.

pixels: It is 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).

According to the WebGL specification at the time of writing this book it needs to...

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