Let’s summarize what we learned in this chapter:
- We studied the difference between a framebuffer and a renderbuffer. A renderbuffer is a special buffer that is attached to a framebuffer.
- We learned that WebGL provides mechanisms to create offscreen framebuffers that differ from the default onscreen framebuffer.
- We covered how a framebuffer needs to have at least one texture to store colors and a renderbuffer to store depth information.
- We discussed how to convert user click coordinates to canvas coordinates so that we can map them to values in the offscreen framebuffer.
- We discussed the Picker architecture. Picking can have different states, and each state is associated with a callback function. Picker callbacks allow custom application logic to determine what happens when picking is in progress.
- We learned how to implement color-based picking in WebGL. Picking...