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Getting Started with React VR

You're reading from   Getting Started with React VR Build immersive Virtual Reality apps for the web with React

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Product type Paperback
Published in Nov 2017
Publisher Packt
ISBN-13 9781788476607
Length 294 pages
Edition 1st Edition
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Author (1):
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John Gwinner John Gwinner
Author Profile Icon John Gwinner
John Gwinner
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Table of Contents (13) Chapters Close

Preface 1. What is Virtual Reality, Really? 2. Flatland and Beyond: VR Programming FREE CHAPTER 3. 3D or Reality in Dimensions Other than X and Y 4. The React VR Library 5. Your First VR App 6. Working with Poly and the Gon Family 7. Sitting Down with a (Virtual) Teapot 8. Breath Life in Your World 9. Do It Yourself – Native Modules and Three.js 10. Bringing in the Real Live World 11. Take a Walk on the Wild Side 12. Publishing Your App, and Where to Go from Here

Graphics libraries — OpenGL and WebGL

This section covers general 3D programming, but some discussion of different things is in order.

OpenGL is a standard for displaying graphics. Without getting into PC versus Workstation politics (ancient history now), it was a standard that a workstation vendor (SGI) pioneered to standardize computer graphics and the ability for programs to display graphics.

There are other APIs, such as DirectX, which was backed by Microsoft and many PC game developers, CAD software, and other PC computer graphics.

OpenGL is not, strictly speaking, open source; yet the software can be used without royalty payments and is documented and freely available (to be fair, so is DirectX).

Basically, OpenGL is a way for software to display graphics. Software, in this case, usually means C++ (or other languages that can call native libraries and O/S utilities...

You have been reading a chapter from
Getting Started with React VR
Published in: Nov 2017
Publisher: Packt
ISBN-13: 9781788476607
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