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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

Summary


In this chapter, we have learned how to implement color-based picking in WebGL. Picking based on a diffuse color is a bad idea because there could be scenarios where several objects have the same diffuse color. It is better to assign a new color property that is unique for every object to perform picking. We called this property picking color/object label.

Through the discussion of the picking implementation, we learned that WebGL provides mechanisms to create offscreen framebuffers and that what we see on screen when we render a scene corresponds to the default framebuffer contents.

We also studied the difference between a framebuffer and a renderbuffer. We saw that a renderbuffer is a special buffer that is attached to a framebuffer. Renderbuffers are used to store information that does not have a texture representation such as depth values. In contrast, textures can be used to store colors.

We saw too that a framebuffer needs at least one texture to store colors and a renderbuffer...

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