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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

Chapter 5. Action

So far, we have seen static scenes where all interactions are done by moving the camera. The camera transformation is applied to all objects in the 3D scene, therefore we call it a global transform. However, objects in 3D scenes can have actions on their own. For instance, in a racing car game, each car has its own speed and trajectory. In a first-person shooting game your enemies can hide behind barricades then come and fight you or run away. In general, each one of these actions is modeled as a matrix transformation that is attached to the corresponding actor in the scene. These are called local transforms. In this chapter we will study different techniques to make use of local transforms.

In this chapter, we will discuss the following topics:

  • Global versus local transformations

  • Matrix stacks and using them to perform animation

  • Using JavaScript timers to do time-based animation

  • Parametric curves

  • Interpolation

In the previous chapter, we saw that when we apply the same transformation...

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