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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

Using Multiple Textures

So far, we've done all of our rendering by using a single texture. However, there are times when we may want to have multiple textures contribute to a fragment to create more complex effects. In such cases, we can use WebGL's ability to access multiple textures in a single draw call, commonly referred to as multi-texturing.

We briefly covered multi-texturing earlier, so let's go back and look at it again. When talking about exposing a texture to a shader as a sampler uniform, we used the following code:

gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);

The first line, gl.activeTexture, is the key to utilizing multi-texturing. We use it to tell the WebGL state machine which texture we're going to use in subsequent texture functions. In this case, we passed gl.TEXTURE0, which means that any following texture calls...

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