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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

Cube Maps

Earlier in this chapter, we mentioned 2D textures and cube maps for creating complex effects using images. We covered textures, but exactly what are cube maps and how do we use them?

A cube map is, very much like it sounds, a cube of textures. Six individual textures are created, each assigned to a different face of the cube. The graphics hardware can sample them as a single entity, by using a 3D texture coordinate.

The faces of the cube are identified by the axis they face and whether they are on the positive or negative side of that axis:

So far, we have manipulated a texture by specifying a texture target of TEXTURE_2D. Cube mapping introduces a few new texture targets that indicate we are working with cube maps. These targets also indicate which face of the cube map we're manipulating:

  • TEXTURE_CUBE_MAP
  • TEXTURE_CUBE_MAP_POSITIVE_X
  • TEXTURE_CUBE_MAP_NEGATIVE_X...
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