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EBSCO_ocn797917408 |
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|a Cantor, Diego.
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|a WebGL Beginner's Guide.
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|a Birmingham :
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|c 2012.
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300 |
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|a WebGL Beginner's Guide; WebGL Beginner's Guide; Credits; About the Authors; Acknowledgement; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers, and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Time for action -- heading; What just happened?; Have a go hero -- heading; Reader feedback; Customer support; Downloading the example code; Downloading the color images of this book; Errata; Piracy; Questions; 1. Getting Started with WebGL; System requirements.
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505 |
8 |
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|a What kind of rendering does WebGL offer?Structure of a WebGL application; Creating an HTML5 canvas; Time for action -- creating an HTML5 canvas; What just happened?; 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; What just happened?; WebGL is a state machine; Time for action -- setting up WebGL context attributes; What just happened?; Using the context to access the WebGL API; Loading a 3D scene; Virtual car showroom.
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505 |
8 |
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|a Time for action -- visualizing a finished sceneWhat just happened?; Summary; 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 attribute; Rendering; The drawArrays and drawElements functions.
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505 |
8 |
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|a Using drawArraysUsing drawElements; Putting everything together; Time for action -- rendering a square; What just happened?; Have a go hero -- changing the square color; Rendering modes; Time for action -- rendering modes; What just happened?; WebGL as a state machine: buffer manipulation; Time for action -- enquiring on the state of buffers; What just happened?; Have a go hero -- add one validation; 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.
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505 |
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|a Time for action -- JSON encoding and decodingWhat just happened?; Asynchronous loading with AJAX; Setting up a web server; Working around the web server requirement; Time for action -- loading a cone with AJAX + JSON; What just happened?; Have a go hero -- loading a Nissan GTX; Summary; 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.
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500 |
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|a Light reflection models.
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520 |
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|a Become a master of 3D web programming in WebGL and JavaScript.
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|a Jones, Brandon.
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776 |
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|i Print version:
|a Cantor, Diego.
|t WebGL Beginner's Guide.
|d Birmingham : Packt Publishing, ©2012
|z 9781849691727
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856 |
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