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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

The Perspective matrix


At the beginning of the chapter, we said that the Perspective matrix combines the projection transformation and the perspective division. These two steps combined take a 3D scene and converts it into a cube that is then mapped to the 2D canvas by the viewport transformation.

In practice, the Perspective matrix determines the geometry of the image that is captured by the camera. In a real world camera, the lens of the camera would determine how distorted the final images are. In a WebGL world, we use the Perspective matrix to simulate that. Also, unlike in the real world where our images are always affected by perspective, in WebGL, we can pick a different representation: the orthographic projection.

Field of view

The Perspective matrix determines the Field of View (FOV) of the camera, that is, how much of the 3D space will be captured by the camera. The field of view is a measure given in degrees and the term is used interchangeably with the term angle of view.

Perspective...

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