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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

Rendering

In the previous chapter, we covered the history of WebGL, along with its evolution. We discussed the fundamental elements in a 3D application and how to set up a WebGL context. In this chapter, we will investigate how geometric entities are defined in WebGL.

WebGL renders objects following a "divide and conquer" approach. Complex polygons are decomposed into triangles, lines, and point primitives. Then, each geometric primitive is processed in parallel by the GPU in order to create the final scene.

In this chapter, you will:

  • Understand how WebGL defines and processes geometric information
  • Discuss the relevant API methods that relate to geometry manipulation
  • Examine why and how to use JavaScript Object Notation (JSON) to define, store, and load complex geometries
  • Continue our analysis of WebGL as a state machine to describe the attributes that are relevant...
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