Let’s summarize what we’ve learned in this chapter:
- The WebGL API itself is just a rasterizer and, conceptually, is fairly simple.
- WebGL's rendering pipeline describes how the WebGL buffers are used and passed in the form of attributes to be processed by the vertex shader. The vertex shader parallelizes vertex processing in the GPU. Vertices define the surface of the geometry that is going to be rendered. Every element on this surface is known as a fragment. These fragments are processed by the fragment shader.
- Fragment processing also occurs in parallel in the GPU. When all fragments have been processed, the framebuffer, a two-dimensional array, contains the image that is then displayed on your screen.
- WebGL is actually a pretty simple API. Its job is to execute two user-supplied functions, a vertex shader and fragment shader, and draw triangles, lines...