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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

Overview of WebGL's rendering pipeline


Here we will see a simplified version of WebGL's rendering pipeline. In subsequent chapters, we will discuss the pipeline in more detail.

Let's take a moment to describe every element separately.

Vertex Buffer Objects (VBOs)

VBOs contain the data that WebGL requires to describe the geometry that is going to be rendered. As mentioned in the introduction, vertex coordinates are usually stored and processed in WebGL as VBOs. Additionally, there are several data elements such as vertex normals, colors, and texture coordinates, among others, that can be modeled as VBOs.

Vertex shader

The vertex shader is called on each vertex. This shader manipulates per-vertex data such as vertex coordinates, normals, colors, and texture coordinates. This data is represented by attributes inside the vertex shader. Each attribute points to a VBO from where it reads vertex data.

Fragment shader

Every set of three vertices defines a triangle and each element on the surface of that...

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