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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

The Camera matrix


Let's say, for a moment, that we do have a camera in WebGL. A camera should be able to rotate and translate to explore this 3D world. For example, think of a first person shooter game where you have to walk through levels killing zombies. As we saw in the previous section, a 4x4 matrix can encode rotations and translations. Therefore, our hypothetical camera could also be represented by one such matrix.

Assume that our camera is located at the origin of the world and that it is oriented in a way that it is looking towards the negative z-axis direction. This is a good starting point—we already know what transformation represents such a configuration in WebGL (identity matrix of rank 4).

For the sake of analysis, let's break the problem down into two sub-problems: camera translation and camera rotation. We will have a practical demo on each one.

Camera translation

Let's move the camera to [0, 0, 4] in world coordinates. This means 4 units from the origin on the positive z-axis...

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