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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

Architecture Updates

Let's cover some useful functions that we can refactor to use in later chapters:

  1. We've seen how to create and compile a program using shaders. We've also covered how to load and reference attributes and uniforms. Let's include a module that abstracts away this low-level functionality with a simpler API:
<script type="text/javascript" src="/common/js/Program.js"></script> 
  1. Like we did previously, we will include this script tag in the <head> of the HTML document. Be sure to include it after the other module scripts, since they may use the libraries and earlier modules we've covered.
  2. Let's update our initProgram function inside of ch03_08_showroom.html so that we can use this module:
function initProgram() {
const canvas = document.getElementById('webgl-canvas');
utils.autoResizeCanvas...
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