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WebGL Beginner's Guide

You're reading from   WebGL Beginner's Guide If you're a JavaScript developer who wants to take the plunge into 3D web development, this is the perfect primer. From a basic understanding of WebGL structure to creating realistic 3D scenes, everything you need is here.

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Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691727
Length 376 pages
Edition 1st Edition
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Table of Contents (18) Chapters Close

WebGL Beginner's Guide
Credits
About the Authors
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with WebGL FREE CHAPTER 2. Rendering Geometry 3. Lights! 4. Camera 5. Action 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques Index

Architectural review


The following diagram presents the architecture that has been built throughout the book:

Globals.js: Defines the global variables gl (WebGL context), prg (ESSL program), and the canvas width (c_width) and height (c_height).

Utils.js: Contains auxiliary functions such as getGLContext which tries to create a WebGL context for a given HTML5 canvas.

WebGLApp.js: It provides three function hooks, namely: configureGLHook, loadSceneHook, and drawSceneHook that define the life cycle of a WebGL application.

As the previous diagram shows these hooks are mapped to JavaScript functions in our web page:

  • configure: Here we create cameras, lights, and instantiate the Program.object.

  • load: Here we request objects from the web server by calling Scene.loadObject. We can also add locally generated geometry (such as the Floor) by calling Scene.addObject.

  • render (or draw): This is the function that is called every time when the rendering timer goes off. Here we will retrieve the objects...

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