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Real-Time 3D Graphics with WebGL 2

You're reading from   Real-Time 3D Graphics with WebGL 2 Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0)

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Length 500 pages
Edition 2nd Edition
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Authors (2):
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Farhad Ghayour Farhad Ghayour
Author Profile Icon Farhad Ghayour
Farhad Ghayour
Diego Cantor Diego Cantor
Author Profile Icon Diego Cantor
Diego Cantor
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Table of Contents (14) Chapters Close

Preface 1. Getting Started FREE CHAPTER 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

Rendering to an Offscreen Framebuffer

In order to perform object selection using the offscreen framebuffer, we need to ensure that both framebuffers are synchronized. If the onscreen framebuffer and the offscreen framebuffer are not synchronized, we could miss crucial data, which may make our picking strategy inconsistent.

A lack of consistency will limit the ability to read colors from the offscreen framebuffer and use them to identify objects in the scene.

To ensure that the buffers are synchronized, we will create a custom render function. This function calls the draw function twice. First, when the offscreen buffer is bound, and a second time when the onscreen default framebuffer is bound. The code looks like this:

function render() {
// off-screen rendering
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
// we set the uniform to true because of an offscreen render
gl...
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