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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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Depth Testing

Each fragment that has been processed by the fragment shader carries an associated depth value. Though fragments are two-dimensional since they’re rendered on the screen, the depth value keeps the information of how far the fragment is from the camera (screen). Depth values are stored in a special WebGL buffer named depth buffer or z-buffer. The z comes from the fact that x and y values correspond to the screen coordinates of the fragment, while the z value measures distance perpendicular to the screen.

After the fragment has been calculated by the fragment shader, it becomes available for depth testing. This only occurs if the depth test is enabled. Assuming that gl is the JavaScript variable that contains our WebGL context, we can enable depth testing by writing the following:

gl.enable(gl.DEPTH_TEST);

The depth test takes the depth value of a fragment...

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