By Tony Parisi
* comprehend center 3D images innovations and the way to enforce them in WebGL
* Create WebGL pattern pages as you research, and construct a racing online game program within the ultimate bankruptcy
* Get to understand the Three.js open resource library intimately
* boost operating wisdom of pix rendering, texturing, animation, interplay, and behaviors
* Seamlessly combine 3D pix with different content material at the web page
* research the instruments, dossier codecs, and strategies for constructing strong and safe functions in a creation setting
"WebGL: Up and working is a perfect advent to the area of 3D programming on the net. It’s well-written, transparent, and enjoyable. I want it were round while i began learning!"
—Giles Thomas, LearningWebGL.com
Read Online or Download WebGL: Up and Running PDF
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Extra info for WebGL: Up and Running
LoadTexture() to load the texture from an image file, and then associate the resultant texture with our material by setting the map parameter of the material’s constructor. js is doing a lot of work under the covers here. It maps the bits of the JPEG image onto the correct parts of each cube face; the image isn’t stretched around the cube, or upside down or backward on any of the faces. This might not seem like a big deal, but if you were to code something like this in raw WebGL, there would be a lot of details to get right.
It is powerful, with several built-in object types and handy utilities. doob. js to write the examples in this book for a couple of reasons. First, I am currently using it in my own development projects and really like it. Second, it is quite popular among these engines and is the perceived leader. You may find other libraries 17 more to your liking, or better suited to the needs of your application. That’s OK. One size definitely does not fit all here. The other engines I mentioned are great and have their place.
We can think of the transform hierarchy as analogous to the DOM parentchild hierarchy, though the comparison is imprecise. As with DOM elements, adding an object to a scene adds all its children; likewise, removing an object removes its chil dren. However, a classic transform hierarchy in 3D graphics does not have the various layout capabilities of a DOM hierarchy, such as document-relative and absolute posi tioning. Instead, 3D transform hierarchies typically use parent-relative positioning, and we will exploit this capability to our advantage.