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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

Looking for hits


We are going to check now whether or not the color that was obtained from the off-screen framebuffer corresponds to any of the objects in the scene. Remember here that we are using colors as object labels. If the color matches one of the objects then we call it a hit. If it does not we call it a miss.

When looking for hits, we compare each object's diffuse color with the label obtained from the offscreen framebuffer. There is a consideration to make here: each color channel of the label is in the [0,255] range while the object diffuse colors are in the [0,1] range. So, we need to consider this before we can actually check for any possible hits. We do this in the compare function:

function compare(readout, color){
  return (Math.abs(Math.round(color[0]*255) - readout[0]) <= 1 &&
      Math.abs(Math.round(color[1]*255) - readout[1]) <= 1 && 
      Math.abs(Math.round(color[2]*255) - readout[2]) <= 1);
} 

Here we are scaling the diffuse property to the...

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