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

Summary


In this chapter, we have covered the basic concepts behind object animation in WebGL. Specifically we have learned about the difference between local and global transformations. We have seen how matrix stacks allows us saving and retrieving the Model-View matrix and how a stack allows us to implement local transformation.

We learned to use JavaScript timers for animation. The fact that an animation timer is not tied up to the rendering cycle gives a lot of flexibility. Think a moment about it: the time in the scene should be independent of how fast you can render it on your computer. We also distinguished between animation and simulation strategies and learned what problems they solve.

We discussed a couple of methods to optimize animations through a practical example and we have seen what we need to do to implement these optimizations in the code.

Finally, interpolation methods and sprites were introduced and the Runge's phenomenon was explained.

In the next chapter, we will play with...