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 6. Colors, Depth Testing, and Alpha Blending

In this chapter, we will go a little bit deeper in the use of colors in WebGL. We will start by examining how colors are structured and handled in both WebGL and ESSL. Then we will discuss the use of colors in objects, lights and in the scene. After this we will see how WebGL knows how perform object occlusion when one object is in front of another. This is possible thanks to depth testing. In contrast, alpha blending will allows us to combine the colors of objects when one is occluding the other. We will use alpha blending to create translucent objects.

This chapter talks about:

  • Using colors in objects

  • Assigning colors to light sources

  • Working with several light sources in the ESSL program

  • The depth test and the z-buffer

  • Blending functions and equations

  • Creating transparent objects with face culling