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Professional HTML5 mobile game development [[electronic resource] /] / Pascal Rettig, David Karlins, Brad Wilson
Professional HTML5 mobile game development [[electronic resource] /] / Pascal Rettig, David Karlins, Brad Wilson
Autore Rettig Pascal K
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : WIley Pub. Inc., 2012
Descrizione fisica 1 online resource (554 p.)
Disciplina 006.3
794.81526
Altri autori (Persone) KarlinsDavid
WilsonBrad
Soggetto topico HTML (Document markup language)
Video games - Programming
ISBN 1-118-42144-2
1-283-59246-0
9786613904911
1-118-30133-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Professional HTML5 Mobile Game Development; About the Author; Acknowledgments; Contents; Introduction; Part I: Diving In; Chapter 1: Flying Before You Walk; Introduction; Building a Complete Game in 500 Lines; Adding the Boilerplate HTML and CSS; Getting Started with Canvas; Creating Your Game's Structure; Loading the SpriteSheet; Creating the Game Object; Adding a Scrolling Background; Putting in a Title Screen; Adding a Protagonist; Summary; Chapter 2: Making It a Game; Introduction; Creating the GameBoard Object; Firing Missiles; Adding Enemies; Refactoring the Sprite Classes
Handling CollisionsRepresenting Levels; Summary; Chapter 3: Finishing Up and Going Mobile; Introduction; Adding Touch Controls; Maximizing the Game; Adding a Score; Making It a Fair Fight; Summary; Part II: Mobile HTML5; Chapter 4: HTML5 for Mobile; Introduction; Capturing a Brief History of HTML5; Using HTML5 The Right Way; Considering HTML5 from a Game Perspective; Considering HTML5 from a Mobile Perspective; Surveying the Mobile Browser Landscape; Summary; Chapter 5: Learning Some Helpful Libraries; Introduction; Learning JavaScript Libraries; Starting with jQuery; Using Underscore.js
SummaryChapter 6: Being a Good Mobile Citizen; Introduction; Responding to Device Capabilities; Dealing with Browser Resizing, Scrolling, and Zooming; Configuring Your App for the iOS Home Screen; Taking Mobile Performance into Consideration; Adapting to Limited Bandwidth and Storage; Going Offline Completely with Application Cache; Summary; Part III: JavaScript Game Dev Basics; Chapter 7: Learning about Your HTML5 Game Development Environment; Introduction; Picking an Editor; Exploring the Chrome Developer Tools; Debugging JavaScript; Profiling and Optimizing Your Code; Mobile Debugging
SummaryChapter 8: Running JavaScript on the Command Line; Introduction; Learning About Node.js; Installing Node; Installing and Using Node Modules; Creating Your Own Script; Writing a Sprite-Map Generator; Summary; Chapter 9: Bootstrapping the Quintus Engine: Part I; Introduction; Creating a Framework for a Reusable HTML5 Engine; Adding the Game Loop; Adding Inheritance; Supporting Events; Supporting Components; Summary; Chapter 10: Bootstrapping the Quintus Engine: Part II; Introduction; Accessing a Game Container Element; Capturing User Input; Loading Assets; Summary
Chapter 11: Bootstrapping the Quintus Engine: Part IIIIntroduction; Defining SpriteSheets; Adding Sprites; Setting the Stage with Scenes; Finishing Blockbreak; Summary; Part IV: Building Games with CSS3 and SVG; Chapter 12: Building Games with CSS3; Introduction; Deciding on a Scene Graph; Implementing DOM Support; Summary; Chapter 13: Crafting a CSS3 RPG; Introduction; Creating a Scrolling Tile Map; Building the RPG; Summary; Chapter 14: Building Games with SVG and Physics; Introduction; Understanding SVG Basics; Working with SVG from JavaScript; Adding SVG Support to Quintus
Adding Physics with Box2D
Record Nr. UNINA-9910792090903321
Rettig Pascal K  
Indianapolis, IN, : WIley Pub. Inc., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional HTML5 mobile game development / / Pascal Rettig, David Karlins, Brad Wilson
Professional HTML5 mobile game development / / Pascal Rettig, David Karlins, Brad Wilson
Autore Rettig Pascal K
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : WIley Pub. Inc., 2012
Descrizione fisica 1 online resource (554 p.)
Disciplina 006.3
794.81526
Altri autori (Persone) KarlinsDavid
WilsonBrad
Soggetto topico HTML (Document markup language)
Video games - Programming
ISBN 1-118-42144-2
1-283-59246-0
9786613904911
1-118-30133-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Professional HTML5 Mobile Game Development; About the Author; Acknowledgments; Contents; Introduction; Part I: Diving In; Chapter 1: Flying Before You Walk; Introduction; Building a Complete Game in 500 Lines; Adding the Boilerplate HTML and CSS; Getting Started with Canvas; Creating Your Game's Structure; Loading the SpriteSheet; Creating the Game Object; Adding a Scrolling Background; Putting in a Title Screen; Adding a Protagonist; Summary; Chapter 2: Making It a Game; Introduction; Creating the GameBoard Object; Firing Missiles; Adding Enemies; Refactoring the Sprite Classes
Handling CollisionsRepresenting Levels; Summary; Chapter 3: Finishing Up and Going Mobile; Introduction; Adding Touch Controls; Maximizing the Game; Adding a Score; Making It a Fair Fight; Summary; Part II: Mobile HTML5; Chapter 4: HTML5 for Mobile; Introduction; Capturing a Brief History of HTML5; Using HTML5 The Right Way; Considering HTML5 from a Game Perspective; Considering HTML5 from a Mobile Perspective; Surveying the Mobile Browser Landscape; Summary; Chapter 5: Learning Some Helpful Libraries; Introduction; Learning JavaScript Libraries; Starting with jQuery; Using Underscore.js
SummaryChapter 6: Being a Good Mobile Citizen; Introduction; Responding to Device Capabilities; Dealing with Browser Resizing, Scrolling, and Zooming; Configuring Your App for the iOS Home Screen; Taking Mobile Performance into Consideration; Adapting to Limited Bandwidth and Storage; Going Offline Completely with Application Cache; Summary; Part III: JavaScript Game Dev Basics; Chapter 7: Learning about Your HTML5 Game Development Environment; Introduction; Picking an Editor; Exploring the Chrome Developer Tools; Debugging JavaScript; Profiling and Optimizing Your Code; Mobile Debugging
SummaryChapter 8: Running JavaScript on the Command Line; Introduction; Learning About Node.js; Installing Node; Installing and Using Node Modules; Creating Your Own Script; Writing a Sprite-Map Generator; Summary; Chapter 9: Bootstrapping the Quintus Engine: Part I; Introduction; Creating a Framework for a Reusable HTML5 Engine; Adding the Game Loop; Adding Inheritance; Supporting Events; Supporting Components; Summary; Chapter 10: Bootstrapping the Quintus Engine: Part II; Introduction; Accessing a Game Container Element; Capturing User Input; Loading Assets; Summary
Chapter 11: Bootstrapping the Quintus Engine: Part IIIIntroduction; Defining SpriteSheets; Adding Sprites; Setting the Stage with Scenes; Finishing Blockbreak; Summary; Part IV: Building Games with CSS3 and SVG; Chapter 12: Building Games with CSS3; Introduction; Deciding on a Scene Graph; Implementing DOM Support; Summary; Chapter 13: Crafting a CSS3 RPG; Introduction; Creating a Scrolling Tile Map; Building the RPG; Summary; Chapter 14: Building Games with SVG and Physics; Introduction; Understanding SVG Basics; Working with SVG from JavaScript; Adding SVG Support to Quintus
Adding Physics with Box2D
Record Nr. UNINA-9910818137303321
Rettig Pascal K  
Indianapolis, IN, : WIley Pub. Inc., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Responsive web design with HTML5 and CSS3 [[electronic resource] ] : learn responsive design using HTML5 and CSS3 to adapt websites to any browser or screen size / / Ben Frain
Responsive web design with HTML5 and CSS3 [[electronic resource] ] : learn responsive design using HTML5 and CSS3 to adapt websites to any browser or screen size / / Ben Frain
Autore Frain Ben
Pubbl/distr/stampa Birmingham ; ; Mumbai, : Packt Pub., 2012
Descrizione fisica 1 online resource (325 p.)
Disciplina 006.74
006.76
Collana Community experience distilled
Soggetto topico HTML (Document markup language)
Soggetto genere / forma Electronic books.
ISBN 1-280-15709-7
9786613541765
1-84969-319-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with HTML5, CSS3, and Responsive Web Design; Why smart phones are important (and old IE isn't); Are there times when a responsive design isn't the right choice?; Defining responsive web design; Why stop at responsive design?; Examples of responsive web design; Get your viewport testing tools here!; Online sources of inspiration; HTML5-why it's so good; Saving time and code with HTML5; New, semantically meaningful HTML5 tag elements
CSS3 enables responsive designs and moreThe bottom line-CSS3 won't break anything!; How can CSS3 solve everyday design problems?; Look Ma'-no images!; What else has CSS3 got to offer?; Can HTML5 and CSS3 work for us today?; Responsive web designs are not magic bullets; Educating our clients that websites shouldn't look the same in all browsers; Summary; Chapter 2: Media Queries: Supporting Differing Viewports; You can use media queries today; Why responsive designs need media queries?; Media query syntax; What can media queries test for?; Using media queries to alter our design
The best way to load media queries for responsive designsOur first responsive design; Don't panic but our design is fixed-width; Responsive designs-making images as economical as possible; Content clipping in smaller viewports; Stopping modern mobile browsers from auto-resizing the page; Fixing the design for different viewport widths; With responsive designs, content should always come first; Media queries-only part of the solution; We need a fluid layout; Summary; Chapter 3: Embracing Fluid Layouts; Fixed layouts aren't future proof
Why proportional layouts are essential for responsive designsAmending a design from fixed to proportional layout; A formula to remember; Setting a context for proportional elements; It's always important to remember the context; Using ems rather than pixels for typography; Fluid images; Making images scale with the viewport; Specific rules for specific images; Putting the brakes on fluid images; The incredibly versatile max-width property; Serving different images for different screen sizes; Setting up Adaptive Images; Put background images somewhere else
Where fluid grids and media queries come togetherCSS Grid systems; Rapidly building our site with a Grid system; Summary; Chapter 4: HTML5 for Responsive Designs; What parts of HTML5 can we use today?; Most sites can be written in HTML5; Polyfills, shims, and Modernizr; How to write HTML5 pages; Economies of using HTML5; A sensible approach to HTML5 markup; All hail the mighty tag; Obsolete HTML features; New semantic elements in HTML5; The element; The element; The element; The element; The element; The HTML5 outline algorithm
The element
Record Nr. UNINA-9910461547903321
Frain Ben  
Birmingham ; ; Mumbai, : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Responsive web design with HTML5 and CSS3 [[electronic resource] ] : learn responsive design using HTML5 and CSS3 to adapt websites to any browser or screen size / / Ben Frain
Responsive web design with HTML5 and CSS3 [[electronic resource] ] : learn responsive design using HTML5 and CSS3 to adapt websites to any browser or screen size / / Ben Frain
Autore Frain Ben
Pubbl/distr/stampa Birmingham ; ; Mumbai, : Packt Pub., 2012
Descrizione fisica 1 online resource (325 p.)
Disciplina 006.74
006.76
Collana Community experience distilled
Soggetto topico HTML (Document markup language)
ISBN 1-280-15709-7
9786613541765
1-84969-319-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with HTML5, CSS3, and Responsive Web Design; Why smart phones are important (and old IE isn't); Are there times when a responsive design isn't the right choice?; Defining responsive web design; Why stop at responsive design?; Examples of responsive web design; Get your viewport testing tools here!; Online sources of inspiration; HTML5-why it's so good; Saving time and code with HTML5; New, semantically meaningful HTML5 tag elements
CSS3 enables responsive designs and moreThe bottom line-CSS3 won't break anything!; How can CSS3 solve everyday design problems?; Look Ma'-no images!; What else has CSS3 got to offer?; Can HTML5 and CSS3 work for us today?; Responsive web designs are not magic bullets; Educating our clients that websites shouldn't look the same in all browsers; Summary; Chapter 2: Media Queries: Supporting Differing Viewports; You can use media queries today; Why responsive designs need media queries?; Media query syntax; What can media queries test for?; Using media queries to alter our design
The best way to load media queries for responsive designsOur first responsive design; Don't panic but our design is fixed-width; Responsive designs-making images as economical as possible; Content clipping in smaller viewports; Stopping modern mobile browsers from auto-resizing the page; Fixing the design for different viewport widths; With responsive designs, content should always come first; Media queries-only part of the solution; We need a fluid layout; Summary; Chapter 3: Embracing Fluid Layouts; Fixed layouts aren't future proof
Why proportional layouts are essential for responsive designsAmending a design from fixed to proportional layout; A formula to remember; Setting a context for proportional elements; It's always important to remember the context; Using ems rather than pixels for typography; Fluid images; Making images scale with the viewport; Specific rules for specific images; Putting the brakes on fluid images; The incredibly versatile max-width property; Serving different images for different screen sizes; Setting up Adaptive Images; Put background images somewhere else
Where fluid grids and media queries come togetherCSS Grid systems; Rapidly building our site with a Grid system; Summary; Chapter 4: HTML5 for Responsive Designs; What parts of HTML5 can we use today?; Most sites can be written in HTML5; Polyfills, shims, and Modernizr; How to write HTML5 pages; Economies of using HTML5; A sensible approach to HTML5 markup; All hail the mighty tag; Obsolete HTML features; New semantic elements in HTML5; The element; The element; The element; The element; The element; The HTML5 outline algorithm
The element
Record Nr. UNINA-9910790147303321
Frain Ben  
Birmingham ; ; Mumbai, : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Responsive web design with HTML5 and CSS3 : learn responsive design using HTML5 and CSS3 to adapt websites to any browser or screen size / / Ben Frain
Responsive web design with HTML5 and CSS3 : learn responsive design using HTML5 and CSS3 to adapt websites to any browser or screen size / / Ben Frain
Autore Frain Ben
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham ; ; Mumbai, : Packt Pub., 2012
Descrizione fisica 1 online resource (325 p.)
Disciplina 006.74
006.76
Collana Community experience distilled
Soggetto topico HTML (Document markup language)
ISBN 1-280-15709-7
9786613541765
1-84969-319-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with HTML5, CSS3, and Responsive Web Design; Why smart phones are important (and old IE isn't); Are there times when a responsive design isn't the right choice?; Defining responsive web design; Why stop at responsive design?; Examples of responsive web design; Get your viewport testing tools here!; Online sources of inspiration; HTML5-why it's so good; Saving time and code with HTML5; New, semantically meaningful HTML5 tag elements
CSS3 enables responsive designs and moreThe bottom line-CSS3 won't break anything!; How can CSS3 solve everyday design problems?; Look Ma'-no images!; What else has CSS3 got to offer?; Can HTML5 and CSS3 work for us today?; Responsive web designs are not magic bullets; Educating our clients that websites shouldn't look the same in all browsers; Summary; Chapter 2: Media Queries: Supporting Differing Viewports; You can use media queries today; Why responsive designs need media queries?; Media query syntax; What can media queries test for?; Using media queries to alter our design
The best way to load media queries for responsive designsOur first responsive design; Don't panic but our design is fixed-width; Responsive designs-making images as economical as possible; Content clipping in smaller viewports; Stopping modern mobile browsers from auto-resizing the page; Fixing the design for different viewport widths; With responsive designs, content should always come first; Media queries-only part of the solution; We need a fluid layout; Summary; Chapter 3: Embracing Fluid Layouts; Fixed layouts aren't future proof
Why proportional layouts are essential for responsive designsAmending a design from fixed to proportional layout; A formula to remember; Setting a context for proportional elements; It's always important to remember the context; Using ems rather than pixels for typography; Fluid images; Making images scale with the viewport; Specific rules for specific images; Putting the brakes on fluid images; The incredibly versatile max-width property; Serving different images for different screen sizes; Setting up Adaptive Images; Put background images somewhere else
Where fluid grids and media queries come togetherCSS Grid systems; Rapidly building our site with a Grid system; Summary; Chapter 4: HTML5 for Responsive Designs; What parts of HTML5 can we use today?; Most sites can be written in HTML5; Polyfills, shims, and Modernizr; How to write HTML5 pages; Economies of using HTML5; A sensible approach to HTML5 markup; All hail the mighty tag; Obsolete HTML features; New semantic elements in HTML5; The element; The element; The element; The element; The element; The HTML5 outline algorithm
The element
Record Nr. UNINA-9910826950203321
Frain Ben  
Birmingham ; ; Mumbai, : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
SAPUI5 : the comprehensive guide / / Christiane Goebels, Denise Nepraunig, Thilo Seidel
SAPUI5 : the comprehensive guide / / Christiane Goebels, Denise Nepraunig, Thilo Seidel
Autore Goebels Christiane
Pubbl/distr/stampa SAP PRESS
Disciplina 005.1/2
Soggetto topico Application software - Development
User interfaces (Computer systems)
HTML (Document markup language)
Software architecture
ISBN 1-4932-1321-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Building MVC applications -- Models and bindings.
Record Nr. UNINA-9910149425603321
Goebels Christiane  
SAP PRESS
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Web programmer's desk reference [[electronic resource] /] / Lazaro Issi and Joseph Cohen
Web programmer's desk reference [[electronic resource] /] / Lazaro Issi and Joseph Cohen
Autore Issi Camy L?azaro
Pubbl/distr/stampa San Francisco, : No Starch Press, c2004
Descrizione fisica 1 online resource (1104 p.)
Disciplina 006.7/6
Altri autori (Persone) Issi CohenJoseph <1969->
Soggetto topico HTML (Document markup language)
Internet programming
Web sites - Design
Soggetto genere / forma Electronic books.
ISBN 1-59327-097-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Title; Dedication; Brief Contents; Contents In Detail; Acknowledgments; Introduction; Fundamentals; Cascading Style Sheets; Object-Oriented Programming; Events And Event Handlers; Javascript Core Language And Fundamentals; References; Html Elements; Html Attributes; Event Handlers; Css Attributes And Javascript Style Properties; Microsoft Internet Explorer Behaviors; Microsoft Filters And Transitions; Javascript Properties; Javascript Methods; Javascript Collections; Javascript Objects; Html+Time Microsoft Technology
Record Nr. UNINA-9910449932203321
Issi Camy L?azaro  
San Francisco, : No Starch Press, c2004
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Web programmer's desk reference [[electronic resource] /] / Lazaro Issi and Joseph Cohen
Web programmer's desk reference [[electronic resource] /] / Lazaro Issi and Joseph Cohen
Autore Issi Camy L?azaro
Pubbl/distr/stampa San Francisco, : No Starch Press, c2004
Descrizione fisica 1 online resource (1104 p.)
Disciplina 006.7/6
Altri autori (Persone) Issi CohenJoseph <1969->
Soggetto topico HTML (Document markup language)
Internet programming
Web sites - Design
ISBN 1-59327-097-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Title; Dedication; Brief Contents; Contents In Detail; Acknowledgments; Introduction; Fundamentals; Cascading Style Sheets; Object-Oriented Programming; Events And Event Handlers; Javascript Core Language And Fundamentals; References; Html Elements; Html Attributes; Event Handlers; Css Attributes And Javascript Style Properties; Microsoft Internet Explorer Behaviors; Microsoft Filters And Transitions; Javascript Properties; Javascript Methods; Javascript Collections; Javascript Objects; Html+Time Microsoft Technology
Record Nr. UNINA-9910783278303321
Issi Camy L?azaro  
San Francisco, : No Starch Press, c2004
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Web programmer's desk reference [[electronic resource] /] / Lazaro Issi and Joseph Cohen
Web programmer's desk reference [[electronic resource] /] / Lazaro Issi and Joseph Cohen
Autore Issi Camy L?azaro
Edizione [1st ed.]
Pubbl/distr/stampa San Francisco, : No Starch Press, c2004
Descrizione fisica 1 online resource (1104 p.)
Disciplina 006.7/6
Altri autori (Persone) Issi CohenJoseph <1969->
Soggetto topico HTML (Document markup language)
Internet programming
Web sites - Design
ISBN 1-59327-097-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Title; Dedication; Brief Contents; Contents In Detail; Acknowledgments; Introduction; Fundamentals; Cascading Style Sheets; Object-Oriented Programming; Events And Event Handlers; Javascript Core Language And Fundamentals; References; Html Elements; Html Attributes; Event Handlers; Css Attributes And Javascript Style Properties; Microsoft Internet Explorer Behaviors; Microsoft Filters And Transitions; Javascript Properties; Javascript Methods; Javascript Collections; Javascript Objects; Html+Time Microsoft Technology
Record Nr. UNINA-9910824072603321
Issi Camy L?azaro  
San Francisco, : No Starch Press, c2004
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
WebGL beginner's guide [[electronic resource] ] : become a master of 3D web programming in WebGL and JavaScript / / Diego Cantor, Brandon Jones
WebGL beginner's guide [[electronic resource] ] : become a master of 3D web programming in WebGL and JavaScript / / Diego Cantor, Brandon Jones
Autore Cantor Diego
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, England ; ; Mumbai, India, : Packt Publishing, c2012
Descrizione fisica 1 online resource (377 p.)
Disciplina 006.6869
Altri autori (Persone) JonesBrandon
Collana Learn by doing : less theory, more results
Soggetto topico Computer graphics - Computer programs
HTML (Document markup language)
Internet programming
JavaScript (Computer program language)
Soggetto genere / forma Electronic books.
ISBN 1-280-87294-2
9786613714251
1-84969-173-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with WebGL; System requirements; What kind of rendering does WebGL offer?; Structure of a WebGL application; Creating an HTML5 canvas; Time for action - creating an HTML5 canvas; Defining a CSS style for the border; Understanding canvas attributes; What if the canvas is not supported?; Accessing a WebGL context; Time for action - accessing the WebGL context; WebGL is a state machine; Time for action - setting up WebGL context attributes
Using the context to access the WebGL APILoading a 3D scene; Virtual car showroom; Time for action - visualizing a finished scene; Summary; Chapter 2: Rendering Geometry; Vertices and Indices; Overview of WebGL's rendering pipeline; Vertex Buffer Objects (VBOs); Vertex shader; Fragment shader; Framebuffer; Attributes, uniforms, and varyings; Rendering geometry in WebGL; Defining a geometry using JavaScript arrays; Creating WebGL buffers; Operations to manipulate WebGL buffers; Associating attributes to VBOs; Binding a VBO; Pointing an attribute to the currently bound VBO
Enabling the attributeRendering; The drawArrays and drawElements functions; Putting everything together; Time for action - rendering a square; Rendering modes; Time for action - rendering modes; WebGL as a state machine: buffer manipulation; Time for action - enquiring on the state of buffers; Advanced geometry loading techniques: JavaScript Object Notation (JSON) and AJAX; Introduction to JSON - JavaScript Object Notation; Defining JSON-based 3D models; JSON encoding and decoding; Time for action - JSON encoding and decoding; Asynchronous loading with AJAX; Setting up a web server
Working around the web server requirementTime for action - loading a cone with AJAX + JSON; Summary; Chapter 3: Lights!; Lights, normals, and materials; Lights; Normals; Materials; Using lights, normals, and materials in the pipeline; Parallelism and the difference between attributes and uniforms; Shading methods and light reflection models; Shading/interpolation methods; Goraud interpolation; Phong interpolation; Light reflection models; Lambertian reflection model; Phong reflection model; ESSL-OpenGL ES Shading Language; Storage qualifier; Types; Vector components; Operators and functions
Vertex attributesUniforms; Varyings; Vertex shader; Fragment shader; Writing ESSL programs; Goraud shading with Lambertian reflections; Time for action - updating uniforms in real time; Goraud shading with Phong reflections; Time for action - Goraud shading; Phong shading; Time for action - Phong shading with Phong lighting; Back to WebGL; Creating a program; Initializing attributes and uniforms; Bridging the gap between WebGL and ESSL; Time for action - working on the wall; More on lights: positional lights; Time for action - positional lights in action; Nissan GTS example; Summary
Chapter 4: Camera
Record Nr. UNINA-9910462428303321
Cantor Diego  
Birmingham, England ; ; Mumbai, India, : Packt Publishing, c2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui