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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

WebGL Matrix Naming Conventions

Before we go any further, let's take a moment to quickly summarize some of the conventions around matrix-naming. As we've seen, WebGL is a simple API with nearly everything – except for a few predefined names, such as gl_Position – defined by you, the programmer. That being said, common and semi-common naming conventions do exist. This is especially true for matrices. Here are a few important ones we’ve already covered, along with a few new ones that we’ll cover shortly:

  • World Matrix: Sometimes referred to as the Model matrix, this is a matrix that takes the vertices of a model and moves them to world space.
  • Camera Matrix: This matrix positions the camera in the world. You can also think of it as the World matrix for the camera.
  • View Matrix: This matrix moves everything else in the world in front of the camera...
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