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015 |a GBB6G4271  |2 bnb 
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019 |a 961517296  |a 962634328  |a 1259145427 
020 |a 184969172X 
020 |a 9781849691727 
020 |a 9781849691734 
020 |a 1849691738 
020 |z 9781849691727 
020 |a 1280872942 
020 |a 9781280872945 
020 |a 9786613714251 
020 |a 6613714259 
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029 1 |a DEBBG  |b BV044166602 
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035 |a (OCoLC)812179996  |z (OCoLC)961517296  |z (OCoLC)962634328  |z (OCoLC)1259145427 
037 |a CL0500000168  |b Safari Books Online 
050 4 |a TR897.7  |b .C367 2012 
082 0 4 |a 006.6869  |2 23 
049 |a UAMI 
100 1 |a Cantor, Diego. 
245 1 0 |a WebGL beginner's guide :  |b become a master of 3D web programming in WebGL and JavaScript /  |c Diego Cantor, Brandon Jones. 
246 3 |a Web graphics library beginner's guide 
260 |a Birmingham, U.K. :  |b Packt Pub.,  |c Ã2012. 
300 |a 1 online resource (1 volume) :  |b illustrations. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a data file  |2 rda 
490 0 |a Learn by doing : less theory, more results 
490 0 |a Community experience distilled 
588 0 |a Online resource; title from cover (Safari, viewed Sept. 26, 2012). 
505 0 |a 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 
505 8 |a 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 
505 8 |a 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 
505 8 |a 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 
505 8 |a 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 
520 |a Become a master of 3D web programming in WebGL and JavaScript. 
546 |a English. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Computer graphics  |x Computer programs. 
650 0 |a Internet programming. 
650 0 |a JavaScript (Computer program language) 
650 0 |a Computer animation. 
650 0 |a Three-dimensional display systems. 
650 6 |a Infographie  |x Logiciels. 
650 6 |a Programmation Internet. 
650 6 |a JavaScript (Langage de programmation) 
650 6 |a Animation par ordinateur. 
650 6 |a Affichage tridimensionnel. 
650 7 |a computer animation.  |2 aat 
650 7 |a three-dimensional.  |2 aat 
650 7 |a COMPUTERS  |x Desktop Applications  |x Design & Graphics.  |2 bisacsh 
650 7 |a COMPUTERS  |x Digital Media  |x Video & Animation.  |2 bisacsh 
650 7 |a COMPUTERS  |x Interactive & Multimedia.  |2 bisacsh 
650 7 |a COMPUTERS  |x Web  |x Browsers.  |2 bisacsh 
650 7 |a Invalid.  |2 bisacsh 
650 7 |a Computer animation  |2 fast 
650 7 |a Computer graphics  |x Computer programs  |2 fast 
650 7 |a Internet programming  |2 fast 
650 7 |a JavaScript (Computer program language)  |2 fast 
650 7 |a Three-dimensional display systems  |2 fast 
700 1 |a Jones, Brandon. 
776 |z 1-84969-172-X 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781849691727/?ar  |z Texto completo (Requiere registro previo con correo institucional) 
938 |a Askews and Holts Library Services  |b ASKH  |n AH26944281 
938 |a ebrary  |b EBRY  |n ebr10571194 
938 |a YBP Library Services  |b YANK  |n 8872330 
994 |a 92  |b IZTAP