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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

Using multiple textures


Up to this point, we've been doing all of our rendering using a single texture at a time. As you've seen this can be a useful tool. But there are times where we may want to have multiple textures that contribute to a fragment to create more complex effects. For these cases, we can use the WebGL's ability to access multiple textures in a single draw call, otherwise known as multitexturing.

We've already brushed up against multitexturing earlier in a chapter, so let's go back and look at it again. When talking about exposing a texture to a shader as a sampler uniform we used the following code:

gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);

The first line, gl.activeTexture, is the key to utilizing multitexturing. We use it to tell the WebGL state machine which texture we are going to be manipulating with, in subsequent texture functions. In this case, we passed gl.TEXTURE0, which means that any following texture calls (such as gl.bindTexture) will...

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