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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

Creating a WebGL Application

At this point, we've covered the basic topics required to create a WebGL application. These topics have been implemented in the framework that we've iteratively built throughout this book.

In Chapter 1, Getting Started, we introduced WebGL and learned how to use it in our browser. We learned that the WebGL context behaves as a state machine. As a result, we can query the different state variables using gl.getParameter.

Then, we studied how objects in a WebGL scene are defined by vertices. We saw how we can use indices to label vertices so that the WebGL rendering pipeline can quickly rasterize to render an object. We studied the functions that manipulate buffers and the two main functions to render primitives: drawArrays (no indices) and drawElements (with indices). We learned about using JSON to represent geometries and how we can download...

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