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Real-Time 3D Graphics with WebGL 2

You're reading from   Real-Time 3D Graphics with WebGL 2 Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0)

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Length 500 pages
Edition 2nd Edition
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Authors (2):
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Farhad Ghayour Farhad Ghayour
Author Profile Icon Farhad Ghayour
Farhad Ghayour
Diego Cantor Diego Cantor
Author Profile Icon Diego Cantor
Diego Cantor
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Table of Contents (14) Chapters Close

Preface 1. Getting Started FREE CHAPTER 2. Rendering 3. Lights 4. Cameras 5. Animations 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques 11. WebGL 2 Highlights 12. Journey Ahead 13. Other Books You May Enjoy

Animations

In the previous chapter, we covered matrices, transformations, and cameras. So far, we have only discussed static scenes, where all interactions are done by moving the camera. With these interactions, a camera transformation is applied to all objects in the 3D scene; we therefore call it a global transform. However, objects in 3D scenes can have actions of their own. For instance, in a car-racing game, each car has its own speed and trajectory. In a first-person shooter game, enemies can hide behind barricades, come to fight, or simply run away. In general, each one of these actions is modeled as a matrix transformation that is attached to the corresponding actor in the scene. These are called local transforms.

In this chapter, you will:

  • Learn the difference between global and local transformations.
  • Learn about matrix stacks and how to use them to perform animations...
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