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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

Clicking on the canvas


The next step is to capture the mouse coordinates when the user clicks on an object in the scene and reads the color value for these coordinates from the offscreen framebuffer.

For that, we use the standard onmouseup event from the canvas element in our webpage:

var canvas = document.getElementById('my-canvas-id');

canvas.onmouseup = function (ev){
    //capture coordinates from the ev event
    ...
}

There is an extra bit of work to do here given that the ev event does not return the mouse coordinates with respect to the canvas but with respect to the upper-left corner of the browser window (ev.clientX and ev.clientY). Then, we need to bubble up through the DOM getting the location of the elements that are in the DOM hierarchy to know the total offset that we have.

We do this with a code fragment like this inside the canvas.onmouseup function:

var x, y, top = 0, left = 0, obj = canvas;

while (obj&& && obj.tagName !== 'BODY') {
  top  += obj.offsetTop...
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