Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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.

Arrow left icon
Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691727
Length 376 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Toc

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

Assigning one color per object in the scene


We will pick an object based on its color. If the object has shiny reflections or shadows, then the color throughout it will not be uniform. Therefore, to pick an object based on its color we need to make sure that the color is constant per object and that each object has a different color.

We achieve constant coloring by telling the fragment shader to use only the material diffuse property to set the ESSL gl_FragColor variable. Here we are assuming that each object has a unique diffuse property.

When there are objects sharing the same diffuse color, then we need to create a new ESSL uniform to store the picking color and make it unique for every object that is rendered into the offscreen framebuffer. This way, the objects will look the same when they are rendered on screen but every time we render them into the offscreen framebuffer, their colors will be unique. This is something that we will do later on in this chapter.

For now, let's assume that...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime