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

Setting up an offscreen framebuffer


As shown in Chapter 2, Rendering Geometry, the framebuffer is the final rendering destination in WebGL. When you visualize a scene on your screen, you are looking at the framebuffer contents. Assuming that gl is our WebGL context, every call to gl.drawArrays, gl.drawElements, and gl.clear will change the contents of the framebuffer.

Instead of rendering to the default framebuffer, we can also render our scene offscreen. This will be the first step for implementing picking. To do so, we need to set up a new framebuffer and tell WebGL that we want to use it instead of the default one. Let's see how to do that.

To set up a framebuffer, we need to be able to create storage for at least two things: colors and depth information. We need to be able to store the color for every fragment that is rendered in the framebuffer so we can create an image; in contrast, we need depth information to make sure that we have a scene where overlapping objects look consistent...