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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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Setting up an Offscreen Framebuffer

As shown in Chapter 2, Rendering, the framebuffer is the final rendering destination in WebGL. The results of the rendering on your screen are the contents of the framebuffer. Assuming that gl is our WebGL context, every call to gl.drawArrays, gl.drawElements, and gl.clear will change the contents of the framebuffer.

Instead of rendering to the default framebuffer, we can also render to a scene that is offscreen we call this the offscreen framebuffer. This is the first step in implementing picking. To do so, we need to set up a new framebuffer and tell WebGL that we want to use it instead of the default one. Let's see how we can do that.

To set up a framebuffer, we need to create storage for at least two things: colors and depth information. We need to store the color for every fragment that is rendered in the framebuffer so we...

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