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

Creating and uploading a texture


First off, for various reasons your browser will naturally load textures "upside down" from how textures are traditionally used in desktop OpenGL. As a result, many WebGL applications specify that the textures should be loaded with the Y coordinate flipped. This is done with a single call from somewhere near the beginning of the code.

gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);

Whether or not you use this mode is up to you, but we will be using it throughout this chapter.

The process of creating a texture is very similar to that of creating a vertex or an index buffer. We start by creating the texture object as follows:

var texture = gl.createTexture();

Textures, like buffers, must be bound before we can manipulate it in any way.

gl.bindTexture(gl.TEXTURE_2D, texture);

The first parameter indicates the type of texture we're binding, or the texture target. For now, we'll focus on 2D textures, indicated with gl.TEXTURE_2D in the previous code snippet. More targets...