As we learned in the previous chapter, working with the 2D canvas was pretty straightforward. To draw an image, you just need to translate the context to the pixel coordinates where you want to draw the image, and call the drawImage context function by passing in the image, its width, and its height. You could make this even simpler and forget about the translation passing the x and y coordinates directly into the drawImage function if you prefer. With the 2D canvas, you are working with images, but with WebGL, you are always working with 3D geometry, even when you are coding a 2D game. With WebGL, you will need to render textures onto geometry. You need to work with vertex buffers and texture coordinates. The vertex shader we wrote earlier takes 3D coordinate data and texture coordinates and passes those values onto a fragment shader that will interpolate...
United States
Great Britain
India
Germany
France
Canada
Russia
Spain
Brazil
Australia
Singapore
Hungary
Ukraine
Luxembourg
Estonia
Lithuania
South Korea
Turkey
Switzerland
Colombia
Taiwan
Chile
Norway
Ecuador
Indonesia
New Zealand
Cyprus
Denmark
Finland
Poland
Malta
Czechia
Austria
Sweden
Italy
Egypt
Belgium
Portugal
Slovenia
Ireland
Romania
Greece
Argentina
Netherlands
Bulgaria
Latvia
South Africa
Malaysia
Japan
Slovakia
Philippines
Mexico
Thailand