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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

Time for action – exploring translations: world space versus camera space


  1. Open ch4_ModelView_Translation.html in your HTML5 browser:

  2. We are looking from a distance at the positive z-axis at a cone located at the origin of the world. There are three sliders that will allow you to translate either the world or the camera on the x, y, and z axis, respectively. The world space is activated by default.

  3. Can you tell by looking at the World-View matrix on the screen where the origin of the world is? Is it [0,0,0]? (Hint: check where we define translations in the Model-View matrix).

  4. We can think of the canvas as the image that our camera sees. If the world center is at [0,-2,-50], where is the camera?

  5. If we want to see the cone closer, we would have to move the center of the world towards the camera. We know that the camera is far on the positive z-axis of the world, so the translation will occur on the z-axis. Given that you are on world coordinates, do we need to increase or decrease the z-axis slider...

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