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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

Rendering


Let's take a step back to take a look at the big picture. We mentioned before that in our architecture we have defined three main functions that define the lifecycle of our WebGL application. These functions are: configure, load, and render.

Up to this point, we have set up the scene writing the code for the configure function. After that, we have created our JSON cars and loaded them by writing the code for the load function. Now, we will implement the code for the third function: the render function.

The code is pretty standard and almost identical to the draw/render functions that we have written in previous chapters. As we can see in the following diagram, we set and clear the area that we are going to draw on, then we check on the camera perspective and then we process every object in Scene.objects.

The only consideration that we need to have here is to make sure that we are mapping correctly the material properties defined in our JSON objects to the appropriate shader uniforms...

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