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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

Rendering to an offscreen framebuffer


In order to perform object selection using the offscreen framebuffer, this one has to be synchronized with the onscreen default framebuffer every time that this last one receives an update. If the onscreen framebuffer and the offscreen framebuffer were not synchronized, then we could be missing addition or deletion of objects, or updates in the camera position between buffers. As a result of it there would not be a correspondence.

A lack of correspondence will hinder us from reading the picking colors from the offscreen framebuffer and use them to identify the objects in the scene. We can also refer to picking colors as object labels.

To implement this synchronicity, we will create the render function. This function calls the draw function twice. First when the offscreen buffer is bound and second time when onscreen default framebuffer is bound. The code looks like this:

function render(){
    //off-screen rendering
    gl.bindFramebuffer(gl.FRAMEBUFFER...
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