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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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Toc

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

Time for Action: Translations in World Space vs Camera Space

Let's cover an example showcasing these differences in action:

  1. Open ch04_01_model-view-translation.html in your browser:
  1. From a distance, we are looking at the positive z-axis of a cone located at the origin of the world. There are three sliders that allow you to translate either the world or the camera on the x, y, and z axes, respectively. The world space is activated by default.
  2. By looking at the World matrix on the screen, can you tell where the origin of the world is? Is it [0, 0, 0]?
Hint

Check where we define translations in the Model-View matrix.
  1. We can think of the canvas as the image that our camera sees. If the world's center is at [0, -2, -50], where is the camera?
  1. If we want to get closer to the cone, we need to move the center of the world toward the camera. We know that the camera is...
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