Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Real-Time 3D Graphics with WebGL 2
  • Table Of Contents Toc
  • Feedback & Rating feedback
Real-Time 3D Graphics with WebGL 2

Real-Time 3D Graphics with WebGL 2 - Second Edition

By : Farhad Ghayour, Diego Cantor
4.8 (12)
close
close
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)
close
close

Rendering to an Offscreen Framebuffer

In order to perform object selection using the offscreen framebuffer, we need to ensure that both framebuffers are synchronized. If the onscreen framebuffer and the offscreen framebuffer are not synchronized, we could miss crucial data, which may make our picking strategy inconsistent.

A lack of consistency will limit the ability to read colors from the offscreen framebuffer and use them to identify objects in the scene.

To ensure that the buffers are synchronized, we will create a custom render function. This function calls the draw function twice. First, when the offscreen buffer is bound, and a second time when the onscreen default framebuffer is bound. The code looks like this:

function render() {
// off-screen rendering
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
// we set the uniform to true because of an offscreen render
gl...
Visually different images
CONTINUE READING
83
Tech Concepts
36
Programming languages
73
Tech Tools
Icon Unlimited access to the largest independent learning library in tech of over 8,000 expert-authored tech books and videos.
Icon Innovative learning tools, including AI book assistants, code context explainers, and text-to-speech.
Icon 50+ new titles added per month and exclusive early access to books as they are being written.
Real-Time 3D Graphics with WebGL 2
notes
bookmark Notes and Bookmarks search Search in title playlist Add to playlist download Download options font-size Font size

Change the font size

margin-width Margin width

Change margin width

day-mode Day/Sepia/Night Modes

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY

Submit Your Feedback

Modal Close icon
Modal Close icon
Modal Close icon