WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL, Rough Cuts
- By Kouichi Matsuda, Rodger Lea
- Published Dec 14, 2012 by Addison-Wesley Professional. Part of the OpenGL series.
- Copyright 2013
- Dimensions: 7" x 9"
- Pages: 600
- Edition: 1st
- Rough Cuts
- ISBN-10: 0-13-336491-7
- ISBN-13: 978-0-13-336491-0
This is the Rough Cut version of the printed book.
WebGL brings plugin-free 3D to the web, enabling you to create sophisticated interactive 3D graphics right inside web browsers — perfect for games, user interfaces, and information visualization. The WebGL Programming Guide will help you get started quickly with interactive WebGL 3D programming, even if you have no prior knowledge of HTML5, JavaScript, 3D computer graphics, mathematics, or OpenGL.
You’ll learn step-by-step, through realistic examples, building your skills as you move from simple to complex solutions for building visually appealing web pages and 3D applications with WebGL. WebGL and 3D pioneers Dr. Kouichi and Dr. Rodger Lea offer easy-to-understand tutorials on every technology you’ll need, plus 100 sample programs, each demonstrating a specific WebGL topic.
You’ll move from basic techniques such as rendering, animating, and texturing triangles, all the way to advanced techniques such as lighting, interacting with 3D objects, fogging, shadowing and working with 3D models generated by 3D authoring tools. This book won’t just teach you WebGL programming best practices: it will give you a library of code you can use to jumpstart your own WebGL projects.
Table of Contents
Chapter 1 - An Overview of WebGL
Chapter 2 - Your First Step with WebGL Chapter 3 - Drawing and Transforming Triangles Chapter 4 - More Transformations and Basic Animation Chapter 5 - Using Colors and Texture Images Chapter 6 - The OpenGL ES Shading Language (GLSL ES) Chapter 7 - Towards the 3D World Chapter 8 - Lighting and Hierarchical Objects Chapter 9 - Advanced Techniques Appendix A - No Need to Swap Buffers in WebGL Appendix B - Built-in Functions of GLSL ES 1.0 Appendix C - Projection Matrices Appendix D - WebGL/OpenGL: left or right handed? Appendix E - The Inverse Transpose Matrix Appendix F - Loading Shader Programs from DiskRough Cuts
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