LEADER 04854nam 2200661 a 450 001 9910790113103321 005 20230801222650.0 010 $a1-280-67245-5 010 $a9786613649386 010 $a1-119-94058-3 010 $a1-119-94059-1 035 $a(CKB)2670000000180390 035 $a(EBL)903143 035 $a(OCoLC)801995358 035 $a(SSID)ssj0000664108 035 $a(PQKBManifestationID)12239028 035 $a(PQKBTitleCode)TC0000664108 035 $a(PQKBWorkID)10612997 035 $a(PQKB)11204188 035 $a(MiAaPQ)EBC903143 035 $a(Au-PeEL)EBL903143 035 $a(CaPaEBR)ebr10575601 035 $a(CaONFJC)MIL364938 035 $a(EXLCZ)992670000000180390 100 $a20120712d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aProfessional WebGL programming$b[electronic resource] $edeveloping 3D graphics for the web /$fAndreas Anyuru 210 $aChichester, U.K. $cJohn Wiley & Sons$d2012 215 $a1 online resource (364 p.) 225 0 $aWrox programmer to programmer 300 $aIncludes index. 311 $a1-119-96886-0 327 $aVertex ShaderPrimitive Assembly; Rasterization; Fragment Shader; Per Fragment Operations; Comparing WebGL to Other Graphics Technologies; OpenGL; OpenGL ES 2.0; Direct3D; HTML5 Canvas; Scalable Vector Graphics; VRML and X3D; Linear Algebra for 3D Graphics; Coordinate System; Points or Vertices; Vectors; Dot Product or Scalar Product; Cross Product; Homogeneous Coordinates; Matrices; Affine Transformations; Summary; Chapter 2: Creating Basic WebGL Examples; Drawing a Triangle; Creating the WebGL Context; Creating the Vertex Shader and the Fragment Shader; Compiling the Shaders 327 $aCreating the Program Object and Linking the ShadersSetting Up the Buffers; Drawing the Scene; Understanding the WebGL Coding Style; Debugging Your WebGL Application; Using Chrome Developer Tools; Using Firebug; WebGL Error Handling and Error Codes; WebGL Inspector; Troubleshooting WebGL; Using the DOM API to Load Your Shaders; Putting It Together in a Slightly More Advanced Example; Experimenting with Code; Summary; Chapter 3: Drawing; WebGL Drawing Primitives and Drawing Methods; Primitives; Understanding the Importance of Winding Order; WebGL's Drawing Methods; Typed Arrays; Buffer and View 327 $aSupported View TypesExploring Different Ways to Draw; gl.drawArrays() and gl.TRIANGLES; gl.drawArrays() and gl.TRIANGLE_STRIP; gl.drawElements() and gl.TRIANGLES; gl.drawElements() and gl.TRIANGLE_STRIP; Conclusions of the Comparison; Pre-Transform Vertex Cache and Post-Transform Vertex Cache; Interleaving Your Vertex Data for Improved Performance; Using an Array of Structures; Using a Vertex Array or Constant Vertex Data; A Last Example to Wind Things Up; Some Things to Experiment With; Summary; Chapter 4: Compact JavaScript Libraries And Transformations 327 $aWorking with Matrices and Vectors in JavaScriptSylvester; WebGL-mjs; glMatrix; Using Transformations; How Transformations Are Used; Understanding the Complete Transformation Pipeline; Getting Practical with Transformations; Setting Up Buffers with Object Coordinates; Creating Transformation Matrices with JavaScript and Uploading Them to the Shader; Uploading the Transformation Matrices to the Vertex Shader in the GPU; Calling Your Drawing Methods; Understanding the Importance of Transformation Order; Using a Grand, Fixed Coordinate System; Using a Moving, Local Coordinate System 327 $aPushing and Popping Transformation Matrices 330 $aEverything you need to know about developing hardware-accelerated 3D graphics with WebGL!

As the newest technology for creating 3D graphics on the web, in both games, applications, and on regular websites, WebGL gives web developers the capability to produce eye-popping graphics. This book teaches you how to use WebGL to create stunning cross-platform apps. The book features several detailed examples that show you how to develop 3D graphics with WebGL, including explanations of code snippets that help you understand the why behind the how. You will also develop a strong 606 $aComputer graphics$xComputer programs 606 $aJavaScript (Computer program language) 606 $aThree-dimensional display systems 615 0$aComputer graphics$xComputer programs. 615 0$aJavaScript (Computer program language) 615 0$aThree-dimensional display systems. 676 $a006.6 676 $a006.684 700 $aAnyuru$b Andreas$01484109 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910790113103321 996 $aProfessional WebGL programming$93702643 997 $aUNINA