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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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Architecture Updates

Let's cover some useful functions that we can refactor to use in later chapters:

  1. We've seen how to create and compile a program using shaders. We've also covered how to load and reference attributes and uniforms. Let's include a module that abstracts away this low-level functionality with a simpler API:
<script type="text/javascript" src="/common/js/Program.js"></script> 
  1. Like we did previously, we will include this script tag in the <head> of the HTML document. Be sure to include it after the other module scripts, since they may use the libraries and earlier modules we've covered.
  2. Let's update our initProgram function inside of ch03_08_showroom.html so that we can use this module:
function initProgram() {
const canvas = document.getElementById('webgl-canvas');
utils.autoResizeCanvas...

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