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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

Timing Strategies

If you've programmed animations in JavaScript before, you may have used either setInterval or setTimeout to get your drawing function to be called.

The problem with using these two approaches for drawing is that they have no relation to the browser's render cycle. That is, they aren't synced to when the browser is going to draw a new frame, which can leave the animation out of sync with the user's machine. For example, if you use setInterval or setTimeout and assume 60 frames a second, and the user's machine is actually running a different frame rate, you'll be out of sync with their machine.

Even though requestAnimationFrame is available on all WebGL-enabled browsers, we'll leverage our own animation JavaScript timers for educational purposes. In production, it is recommended that you leverage the browser's optimized...

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