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Real-Time 3D Graphics with WebGL 2

You're reading from   Real-Time 3D Graphics with WebGL 2 Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0)

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Length 500 pages
Edition 2nd Edition
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Authors (2):
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Farhad Ghayour Farhad Ghayour
Author Profile Icon Farhad Ghayour
Farhad Ghayour
Diego Cantor Diego Cantor
Author Profile Icon Diego Cantor
Diego Cantor
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Table of Contents (14) Chapters Close

Preface 1. Getting Started FREE CHAPTER 2. Rendering 3. Lights 4. Cameras 5. Animations 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques 11. WebGL 2 Highlights 12. Journey Ahead 13. Other Books You May Enjoy

Summary

Let's summarize what we've learned in this chapter:

  • How to use textures to add a new level of detail to our scenes.
  • How to create and manage texture objects and use HTML images as textures.
  • We covered texture coordinates and the ability to mipmap for various rendering techniques.
  • We examined the various filter modes and how they affect the texture's appearance and usage, as well as the available texture wrapping modes and how they alter the way texture coordinates are interpreted.
  • We learned how to use multiple textures in a single draw call, and how to combine them in a shader.
  • We learned how to create and render cube maps and saw how they can be used to simulate reflective surfaces.

In the next chapter, we will look at selecting and interacting with objects in our WebGL scene by using a clever technique known as picking.

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