Book Image

Real-Time 3D Graphics with WebGL 2 - Second Edition

By : Farhad Ghayour, Diego Cantor
5 (1)
Book Image

Real-Time 3D Graphics with WebGL 2 - Second Edition

5 (1)
By: Farhad Ghayour, Diego Cantor

Overview of this book

As highly interactive applications have become an increasingly important part of the user experience, WebGL is a unique and cutting-edge technology that brings hardware-accelerated 3D graphics to the web. Packed with 80+ examples, this book guides readers through the landscape of real-time computer graphics using WebGL 2. Each chapter covers foundational concepts in 3D graphics programming with various implementations. Topics are always associated with exercises for a hands-on approach to learning. This book presents a clear roadmap to learning real-time 3D computer graphics with WebGL 2. 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 3D computer graphics topics, including rendering, colors, textures, transformations, framebuffers, lights, surfaces, blending, geometry construction, advanced techniques, and more. With each chapter, you will "level up" your 3D graphics programming skills. This book will become your trustworthy companion in developing highly interactive 3D web applications with WebGL and JavaScript.
Table of Contents (14 chapters)

Textures

In the previous chapter, we covered colors, multiple lights, and important concepts about depth and alpha testing for various blending techniques. So far, we've added details to our scene with geometry, vertex colors, and lighting; but often, that won't be enough to achieve the results we're looking for. Wouldn't it be great if we could "paint" additional details onto our scene without needing additional geometry? We can! This requires us to use a technique called texture mapping. In this chapter, we'll examine how we can use textures to make our scene more detailed.

In this chapter, you will do the following:

  • Learn how to create a texture.
  • Learn how to use a texture when rendering.
  • Learn about filter and wrapping modes and how they affect the texture's use.
  • Learn how to use multi-texturing.
  • Learn about cube mapping.
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