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Real-Time 3D Graphics with WebGL 2

Real-Time 3D Graphics with WebGL 2

By : Farhad Ghayour, Diego Cantor
4.8 (12)
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Real-Time 3D Graphics with WebGL 2

Real-Time 3D Graphics with WebGL 2

4.8 (12)
By: Farhad Ghayour, Diego Cantor

Overview of this book

As highly interactive applications have become an increasingly important part of the user experience, WebGL is a unique and cutting-edge technology that brings hardware-accelerated 3D graphics to the web. Packed with 80+ examples, this book guides readers through the landscape of real-time computer graphics using WebGL 2. Each chapter covers foundational concepts in 3D graphics programming with various implementations. Topics are always associated with exercises for a hands-on approach to learning. This book presents a clear roadmap to learning real-time 3D computer graphics with WebGL 2. Each chapter starts with a summary of the learning goals for the chapter, followed by a detailed description of each topic. The book offers example-rich, up-to-date introductions to a wide range of essential 3D computer graphics topics, including rendering, colors, textures, transformations, framebuffers, lights, surfaces, blending, geometry construction, advanced techniques, and more. With each chapter, you will "level up" your 3D graphics programming skills. This book will become your trustworthy companion in developing highly interactive 3D web applications with WebGL and JavaScript.
Table of Contents (14 chapters)
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Time for Action: Working on the Wall

Let's cover an example showcasing the preceding concepts in action:

  1. Open the ch03_05_wall.html file in your browser. You will see something similar to the following screenshot:
  1. Open the ch03_05_wall.html file in a code editor.
  2. Go to the vertex shader. Make sure that you identify the attributes, uniforms, and varyings that are declared there.
  3. Go to the fragment shader. Notice that there are no attributes here, because attributes are exclusive to the vertex shader.
Vertex and Fragment Shaders

You can find these shaders inside the script tags with the appropriate ID names. For example, the vertex shader can be found inside <script id="vertex-shader" type="x-shader/x-vertex">.
  1. Go to the init function. Verify that we are calling initProgram and initLights there.
  2. Go to initProgram. Make sure that you understand...

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