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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

Structure of the WebGL examples


We have improved the structure of the code examples in this chapter. As the complexity of our WebGL applications increases, it is wise to have a good, maintainable, and clear design. We have left this section at the end of the chapter so you can use it as a reference when working on the exercises.

Just like in previous exercises, our entry point is the runWebGLApp function which is called when the page is loaded. There we create an instance of WebGLApp, as shown in the previous diagram.

WebGLApp

This class encapsulates some of the utility functions that were present in our examples in previous chapters. It also declares a clear and simple life cycle for a WebGL application. WebGLApp has three function hooks that we can map to functions in our web page. These hooks determine what functions will be called for each stage in the life cycle of the app. In the examples of this chapter, we have created the following mappings:

  • configureGLHook: which points to the configure...

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