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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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Using Multiple Textures

So far, we've done all of our rendering by using a single texture. However, there are times when we may want to have multiple textures contribute to a fragment to create more complex effects. In such cases, we can use WebGL's ability to access multiple textures in a single draw call, commonly referred to as multi-texturing.

We briefly covered multi-texturing earlier, so let's go back and look at it again. When talking about exposing a texture to a shader as a sampler uniform, we used the following code:

gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);

The first line, gl.activeTexture, is the key to utilizing multi-texturing. We use it to tell the WebGL state machine which texture we're going to use in subsequent texture functions. In this case, we passed gl.TEXTURE0, which means that any following texture calls...

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