Book Image

WebGL Beginner's Guide

Book Image

WebGL Beginner's Guide

Overview of this book

WebGL is a new web technology that brings hardware-accelerated 3D graphics to the browser without installing additional software. As WebGL is based on OpenGL and brings in a new concept of 3D graphics programming to web development, it may seem unfamiliar to even experienced Web developers.Packed with many examples, this book shows how WebGL can be easy to learn despite its unfriendly appearance. Each chapter addresses one of the important aspects of 3D graphics programming and presents different alternatives for its implementation. The topics are always associated with exercises that will allow the reader to put the concepts to the test in an immediate manner.WebGL Beginner's Guide presents a clear road map to learning WebGL. 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 WebGL topics, including drawing, color, texture, transformations, framebuffers, light, surfaces, geometry, and more. With each chapter, you will "level up"ù your 3D graphics programming skills. This book will become your trustworthy companion filled with the information required to develop cool-looking 3D web applications with WebGL and JavaScript.
Table of Contents (18 chapters)
WebGL Beginner's Guide
Credits
About the Authors
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 4. Camera

In this chapter, we will learn more about the matrices that we have seen in the source code. These matrices represent transformations that when applied to our scene, allow us to move things around. We have used them so far to set the camera to a distance that is good enough to see all the objects in our scene and also for spinning our Nissan GTS model (Animate button in ch3_Nissan.html). In general, we move the camera and the objects in the scene using matrices.

The bad news is that you will not see a camera object in the WebGL API, only matrices. The good news is that having matrices instead of a camera object gives WebGL a lot of flexibility to represent complex animations (as we will see in Chapter 5, Action). In this chapter, we will learn what these matrix transformations mean and how we can use them to define and operate a virtual camera.

In this chapter, we will:

  • Understand the transformations that the scene undergoes from a 3D world to a 2D screen

  • Learn about affine...