At this point, we've covered the basic topics required to create a WebGL application. These topics have been implemented in the framework that we've iteratively built throughout this book.
In Chapter 1, Getting Started, we introduced WebGL and learned how to use it in our browser. We learned that the WebGL context behaves as a state machine. As a result, we can query the different state variables using gl.getParameter.
Then, we studied how objects in a WebGL scene are defined by vertices. We saw how we can use indices to label vertices so that the WebGL rendering pipeline can quickly rasterize to render an object. We studied the functions that manipulate buffers and the two main functions to render primitives: drawArrays (no indices) and drawElements (with indices). We learned about using JSON to represent geometries and how we can download...