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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

Time for action – using multitexturing


  1. Open the file ch7_Multitexture.html with your choice of HTML editor.

  2. At the top of the script block, add another texture variable:

    var texture2 = null;
  3. At the bottom of the configure function, add the code to load the second texture. As mentioned earlier, we're using a class to make this process easier, so the new code is as follows:

    texture2 = new Texture();
    texture2.setImage('textures/light.png');
  4. The texture we're using is a white radial gradient that simulates a spot light:

  5. In the draw function, directly below the code that binds the first texture, add the following to expose the new texture to the shader:

    gl.activeTexture(gl.TEXTURE1);
    gl.bindTexture(gl.TEXTURE_2D, texture2.tex);
    gl.uniform1i(Program.uSampler1, 1);
  6. Next, we need to add the new sampler uniform to the fragment shader:

    uniform sampler2D uSampler1;
  7. Don't forget to add the corresponding string to the uniformList in the configure function.

  8. Finally, we add the code to sample the new texture value...

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