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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

Cube maps


Earlier in this chapter, we mentioned that aside from 2D textures the functions we've been discussing can also be used for cube maps. But what are cube maps and how do we use them?

A cube map is, very much like it sounds, a cube of textures. Six individual textures are created, each assigned to a different face of the cube. The graphics hardware can sample them as a single entity, using a 3D texture coordinate.

The faces of the cube are identified by the axis they face and whether they are on the positive or negative side of that axis.

Up until this point, any time we have manipulated a texture, we have specified a texture target of TEXTURE_2D. Cube mapping introduces a few new texture targets that indicate that we are working with cube maps, and which face of the cube map we're manipulating:

  • TEXTURE_CUBE_MAP

  • TEXTURE_CUBE_MAP_POSITIVE_X

  • TEXTURE_CUBE_MAP_NEGATIVE_X

  • TEXTURE_CUBE_MAP_POSITIVE_Y

  • TEXTURE_CUBE_MAP_NEGATIVE_Y

  • TEXTURE_CUBE_MAP_POSITIVE_Z

  • TEXTURE_CUBE_MAP_NEGATIVE_Z...

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