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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

Back to WebGL


It is time to go back to our JavaScript code. Now, how do we close the gap between our JavaScript code and our ESSL code?

First, we need to take a look at how we create a program using our WebGL context. Please remember that we refer to both the vertex shader and fragment shader as the program.

Second, we need to know how to initialize attributes and uniforms.

Let's take a look at the structure of the web apps that we have developed so far:

Each application has a vertex shader and a fragment shader embedded in the web page. Then we have a script section where we write all of our WebGL code. Finally, we have the HTML code that defines the page components such as titles and the location of the widgets and the canvas.

In the JavaScript code, we are calling the runWebGLApp function on the onLoad event of the web page. This is the entry point for our application. The first thing that runWebGLApp does is to obtain a WebGL context for the canvas, and then calls a series of functions that...

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