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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

Architectural updates


Let's review the structure of the examples developed in the book. Each web page includes several scripts. One of them is WebGLApp.js. This script contains the WebGLApp object.

WebGLApp review

The WebGLApp object defines three function hooks that control the life cycle of the application. As shown in the diagram, we create a WebGLApp instance inside the runWebGLApp function. Then, we connect the WebGLApp hooks to the configure, load, and draw functions that we coded. Also, please notice that the runWebGLApp function is the entry point for the application and it is automatically invoked using the onload event of the web page.

Adding support for matrix stacks

The diagram also shows a new script: SceneTransforms.js. This file contains the SceneTransforms objects that encapsulate the matrix-handling operations including matrix stacks operations push and pop. The SceneTransforms object replaces the functionality provided in Chapter 4, Camera, by the initTransforms, updateTransforms...

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