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Real-Time 3D Graphics with WebGL 2 - Second Edition

You're reading from  Real-Time 3D Graphics with WebGL 2 - Second Edition

Product type Book
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Pages 500 pages
Edition 2nd Edition
Languages
Authors (2):
Farhad Ghayour Farhad Ghayour
Profile icon Farhad Ghayour
Diego Cantor Diego Cantor
Profile icon Diego Cantor
View More author details
Toc

Table of Contents (14) Chapters close

Preface 1. Getting Started 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: Normal Mapping in Action

Let's cover an example showcasing normal mapping in action:

  1. Open the ch10_03_normal-map.html file in a browser:
  1. Rotate the cube to see the effect that the normal map has on the lit cube. Keep in mind that the profile of the cube has not changed. Let's examine how this effect is achieved.
  2. First, we need to add a new attribute to our vertex buffers. There are three vectors needed to calculate the tangent space coordinates for lighting: the normal, the tangent, and the bitangent:
  1. We have already covered normals, so let's investigate the other two vectors. The tangent represents the up (positive y) vector for the texture relative to the polygon surface. The bitangent represents the left (positive x) vector for the texture relative to the polygon surface.
  2. We only need to provide two of the three vectors as vertex attributes...
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