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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

Time for action – exploring rotations: world space versus camera space


  1. Open ch4_ModelView_Rotation.html in your HTML5 browser:

  2. Just like in the previous example, we will see:

    • A cone at the origin of the world

    • The camera is located at [0,2,50] in world coordinates

    • Three sliders that will allows us to rotate either the world or the camera

    • Also, we have a matrix where we can see the result of different rotations

  3. Let's see what happens to the axis after we apply a rotation. With the World coordinates button selected, rotate the world 90 degrees around the x-axis. What does the Model-View matrix look like?

  4. Let's see where the axes end up after a 90 degree rotation around the x-axis:

    • By looking at the first column, we can see that the x-axis has not changed. It is still [1,0,0]. This makes sense as we are rotating around this axis.

    • The second column of the matrix indicates where the y-axis is after the rotation. In this case, we went from [0,1,0], which is the original configuration, to [0,0,1], which...

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