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

Time for action – exploring rotations: world space versus camera space


  1. Open ch4_ModelView_Rotation.html in your HTML5 browser:

  2. Just like in the previous example, we will see:

    • A cone at the origin of the world

    • The camera is located at [0,2,50] in world coordinates

    • Three sliders that will allows us to rotate either the world or the camera

    • Also, we have a matrix where we can see the result of different rotations

  3. Let's see what happens to the axis after we apply a rotation. With the World coordinates button selected, rotate the world 90 degrees around the x-axis. What does the Model-View matrix look like?

  4. Let's see where the axes end up after a 90 degree rotation around the x-axis:

    • By looking at the first column, we can see that the x-axis has not changed. It is still [1,0,0]. This makes sense as we are rotating around this axis.

    • The second column of the matrix indicates where the y-axis is after the rotation. In this case, we went from [0,1,0], which is the original configuration, to [0,0,1], which...