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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

Creating a WebGL application


At this point, we have covered the basic topics that you need to be familiar with in order to create a WebGL application. These topics have been implemented in the infrastructure code that we have iteratively built up throughout the book. Let's see what we have learned so far.

In Chapter 3, Lights!, we introduced WebGL and learned how to enable it in our browser. We also learned that WebGL behaves as a state machine and that we can query the different variables that determine the current state using gl. getParameter.

After that, we studied in Chapter 2, Rendering Geometry, that the objects of a WebGL scene are defined by vertices. We said that usually we use indices to label those vertices so we can quickly tell WebGL how to 'connect the dots' to render the object. We studied the functions that manipulate buffers and the two main functions to render geometry drawArrays (no indices) and drawElements (with indices). We also learned about the JSON format to represent...

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