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

Point sprites


Common techniques in many 3D applications and games are particle effects. A particle effect is a generic term for any special effect created by rendering groups of particles (displayed as points, textured quads, or repeated geometry), typically with some simple form of physics simulation acting on the individual particles. They can be used for simulating smoke, fire, bullets, explosions, water, sparks, and many other effects that are difficult to represent as a single geometric model.

One very efficient way of rendering the particles is to use point sprites. Typically, if you render vertices with the POINTS primitive type each vertex will be rendered as a single pixel on the screen. A point sprite is an extension of the POINTS primitive rendering where each point is provided a size and textured in the shader.

A point sprite is created by setting the gl_PointSize value in the vertex shader. It can be set to either a constant value or a value calculated from shader inputs. If...