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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

Vertices and Indices


WebGL handles geometry in a standard way, independently of the complexity and number of points that surfaces can have. There are two data types that are fundamental to represent the geometry of any 3D object: vertices and indices.

Vertices are the points that define the corners of 3D objects. Each vertex is represented by three floating-point numbers that correspond to the x, y, and z coordinates of the vertex. Unlike its cousin, OpenGL, WebGL does not provide API methods to pass independent vertices to the rendering pipeline, therefore we need to write all of our vertices in a JavaScript array and then construct a WebGL vertex buffer with it.

Indices are numeric labels for the vertices in a given 3D scene. Indices allow us to tell WebGL how to connect vertices in order to produce a surface. Just like with vertices, indices are stored in a JavaScript array and then they are passed along to WebGL's rendering pipeline using a WebGL index buffer.

Note

There are two kind...

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