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Professional WebGL programming : developing 3D graphics for the web / Andreas Anyuru

By: Resource type: Ressourcentyp: Buch (Online)Book (Online)Language: English Publisher: Somerset : John Wiley & Sons, Incorporated, 2012Edition: 1st ed (Online-Ausg.)Description: Online-Ressource (333 S.)ISBN:
  • 9781119940593
  • 1119940591
  • 1119940583
  • 9781280672453
  • 1280672455
  • 9781119940586
Subject(s): Additional physical formats: 9781119940593 | 9781119968863 | 1119940591 | Erscheint auch als: Professional WebGL Programming Druck-Ausgabe | Erscheint auch als: Professional WebGL programming. Druck-Ausgabe Chichester : Wiley, 2012. 333 S.DDC classification:
  • 006.684
  • 006.686
RVK: RVK: ST 320 | ST 321LOC classification:
  • TR897.7
Online resources:
Contents:
Cover; Contents; Chapter 1: Introducing WEBGL; The Basics of WebGL; So Why is WebGL so Great?; Designing a Graphics API; An Overview of Graphics Hardware; Understanding the WebGL Graphics Pipeline; Comparing WebGL to Other Graphics Technologies; Linear Algebra for 3D Graphics; Summary; Chapter 2: Creating Basic Webgl Examples; Drawing a Triangle; Understanding the WebGL Coding Style; Debugging Your WebGL Application; Using the DOM API to Load Your Shaders; Putting It Together in a Slightly More Advanced Example; Summary; Chapter 3: Drawing; WebGL Drawing Primitives and Drawing Methods
Typed ArraysExploring Different Ways to Draw; Interleaving Your Vertex Data for Improved Performance; Using a Vertex Array or Constant Vertex Data; A Last Example to Wind Things Up; Summary; Chapter 4: Compact Javascript Libraries and Transformations; Working with Matrices and Vectors in JavaScript; Using Transformations; Understanding the Complete Transformation Pipeline; Getting Practical with Transformations; Understanding the Importance of Transformation Order; A Complete Example: Drawing Several Transformed Objects; Summary; Chapter 5: Texturing; Understanding Lost Context
Introducing 2D Textures and Cubemap TexturesLoading Your Textures; Defining Your Texture Coordinates; Using Your Textures in Shaders; Working with Texture Filtering; Understanding Texture Coordinate Wrapping; A Complete Texture Example; Using Images for Your Textures; Understanding Same-Origin Policy and Cross-Origin Resource Sharing; Summary; Chapter 6: Animations and User Input; Animating the Scene; Event Handling for User Interaction; Applying Your New Knowledge; Summary; Chapter 7: Lighting; Understanding Light; Working with a Local Lighting Model; Understanding the Phong Reflection Model
Understanding the JavaScript Code Needed for WebGL LightingUsing Different Interpolation Techniques for Shading; Understanding the Vectors that Must be Normalized; Using Different Types of Lights; Understanding the Attenuation of Light; Understanding Light Mapping; Summary; Chapter 8: WEBGL Performance Optimizations; WebGL under the Hood; WebGL Performance Optimizations; A Closer Look at Blending; Taking WebGL Further; Summary; Introduction; Advertisement;
Summary: Intro -- Professional WebGL™: Programming Developing 3D Graphics for the Web -- About the author -- About the technical editor -- Credits -- Acknowledgments -- Contents -- Introduction -- Who this Book is For -- What this Book Covers -- How this Book Is Structured -- What you Need to Use this Book -- Conventions -- Source Code -- Errata -- P2p.Wrox.Com -- Chapter 1: Introducing WebGL -- The Basics of WebGL -- So Why Is WebGL So Great? -- Designing a Graphics API -- An Immediate-Mode API -- A Retained-Mode API -- An Overview of Graphics Hardware -- GPU -- Framebuffer -- Texture Memory -- Video Controller -- Understanding the WebGL Graphics Pipeline -- Vertex Shader -- Primitive 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 -- Creating the Program Object and Linking the Shaders -- Setting 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.PPN: PPN: 78124949XPackage identifier: Produktsigel: GBV-MyiL-Weimar-209 | ZDB-26-MYL | ZDB-30-PAD | ZDB-30-PQE | ZDB-38-EBR
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