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Real-Time 3D Graphics with WebGL 2

You're reading from   Real-Time 3D Graphics with WebGL 2 Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0)

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Length 500 pages
Edition 2nd Edition
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Authors (2):
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Farhad Ghayour Farhad Ghayour
Author Profile Icon Farhad Ghayour
Farhad Ghayour
Diego Cantor Diego Cantor
Author Profile Icon Diego Cantor
Diego Cantor
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Table of Contents (14) Chapters Close

Preface 1. Getting Started FREE CHAPTER 2. Rendering 3. Lights 4. Cameras 5. Animations 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques 11. WebGL 2 Highlights 12. Journey Ahead 13. Other Books You May Enjoy

Assigning One Color per Object in the Scene

To keep things simple, we will pick an object based on its primitive color. That is, we discard the shiny reflections or shadows, and render the object with its uniform color. This is important, because to pick an object based on a color, we need to make sure that the color is constant per object and that each object has a different unique color.

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

In situations where objects may share the same diffuse color, we can create a new ESSL uniform to store the picking color and make it unique for every object that's rendered into the offscreen framebuffer. This way, the objects will look the same when they are rendered on the screen, but...

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