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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: Coloring the Cube

Let's cover a simple example of coloring a geometry:

  1. Open the ch06_01_cube.html file using your browser. You will see a page similar to the following:
  1. In this exercise, we’re going to compare constant versus per-vertex coloring. Let's talk about the page's widgets:
    • Lambert: When selected, it will include the Lambert coefficient in the calculation of the final color.
    • Per Vertex: The two different coloring methods explained before: per-vertex or constant.
    • Complex Cube: Loads a JSON object where the vertices are repeated with the goal of obtaining multiple normals and multiple colors per vertex. We will explain how this works later on.
    • Alpha Value: This slider is mapped to the uAlpha float uniform in the vertex shader. uAlpha sets the alpha value for the vertex color.
  1. Disable the use of the Lambert coefficient by clicking...
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