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101 0 $aeng
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181 $ctxt
182 $cc
183 $acr
200 10$aProfessional WebGL programming $edeveloping 3D graphics for the web /$fAndreas Anyuru
205 $a1st ed.
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$01692406
801 0$bMiAaPQ
801 1$bMiAaPQ
801 2$bMiAaPQ
906 $aBOOK
912 $a9910807652003321
996 $aProfessional WebGL programming$94069486
997 $aUNINA