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Getting Started with React VR

You're reading from   Getting Started with React VR Build immersive Virtual Reality apps for the web with React

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Product type Paperback
Published in Nov 2017
Publisher Packt
ISBN-13 9781788476607
Length 294 pages
Edition 1st Edition
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Author (1):
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John Gwinner John Gwinner
Author Profile Icon John Gwinner
John Gwinner
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Table of Contents (13) Chapters Close

Preface 1. What is Virtual Reality, Really? 2. Flatland and Beyond: VR Programming FREE CHAPTER 3. 3D or Reality in Dimensions Other than X and Y 4. The React VR Library 5. Your First VR App 6. Working with Poly and the Gon Family 7. Sitting Down with a (Virtual) Teapot 8. Breath Life in Your World 9. Do It Yourself – Native Modules and Three.js 10. Bringing in the Real Live World 11. Take a Walk on the Wild Side 12. Publishing Your App, and Where to Go from Here

What is a polygon? discussion of vertices, polygons, and edges


If you use a modeling program, you will not have to deal with the intricacies of the definitions of these objects much. However, from time to time you may need to get into the details, so some background is in order. If you are an old hand at computer graphics, you may already know a lot of this. I do include some practical advice on how best to get them into React VR, so it would be good to review.

A polygon is an n-sided object composed of vertices (points), edges, and faces. A face can face in or out or be double sided. For most real-time VR, we use single–sided polygons; we noticed this when we first placed a plane in the world and, depending on the orientation, you may not see it. 

To really show how this all works, I'm going to show the internal format of an OBJ file. Normally, you won't hand edit these — we are beyond the days of VR constructed with a few thousand polygons (my first VR world had a train that represented...

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