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)

Summary

Let's summarize what we've learned in this chapter:

  • How to use textures to add a new level of detail to our scenes.
  • How to create and manage texture objects and use HTML images as textures.
  • We covered texture coordinates and the ability to mipmap for various rendering techniques.
  • We examined the various filter modes and how they affect the texture's appearance and usage, as well as the available texture wrapping modes and how they alter the way texture coordinates are interpreted.
  • We learned how to use multiple textures in a single draw call, and how to combine them in a shader.
  • We learned how to create and render cube maps and saw how they can be used to simulate reflective surfaces.

In the next chapter, we will look at selecting and interacting with objects in our WebGL scene by using a clever technique known as picking.

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