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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

Parametric curves


There are many situations where we don't know the exact position that an object will have at a given time but we know an equation that describe its movement. These equations are known as parametric curves and are called like that because the position depends on one parameter: the time.

There are many examples of parametric curves. We can think for instance of a projectile that we shoot on a game, a car that is going downhill or a bouncing ball. In each case, there are equations that describe the motion of these objects under ideal conditions. The next diagram shows the parametric equation that describes free fall motion.

We are going to use parametric curves for animating objects in a WebGL scene. In this example, we will model a set of bouncing balls.

Note

The complete source code for this exercise can be found in /code/ch5_BouncingBalls.html.

Initialization steps

We will create a global variable that will store the time (simulation time).

var sceneTime = 0;

We also create the...

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