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  • Book Overview & Buying WebGL Beginner's Guide
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WebGL Beginner's Guide

WebGL Beginner's Guide

By : Diego Cantor, Brandon Jones
4.2 (9)
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WebGL Beginner's Guide

WebGL Beginner's Guide

4.2 (9)
By: Diego Cantor, Brandon Jones

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 (12 chapters)
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11
Index

Depth testing


Each fragment that has been processed by the fragment shader carries an associated depth value. Though fragments are two-dimensional as they are going to be displayed on the screen, the depth value keeps the information of how distant the fragment is from the camera (screen). Depth values are stored in a special WebGL buffer named depth buffer or z-buffer. The z comes from the fact that x and y values correspond to the screen coordinates of the fragment while the z value measures distance perpendicular to the screen.

After the fragment has been calculated by the fragment shader, it is eligible for depth testing. This only occurs if the depth test is enabled. Assuming that gl is the JavaScript variable that contains our WebGL context, we can enable depth testing by writing:

gl.enable(gl.DEPTH_TEST)

The depth test takes into consideration the depth value of a fragment and it compares it to the depth value for the same fragment coordinates already stored in the depth buffer. The...

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WebGL Beginner's Guide
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