"WebGL Beginner's Guide" provides an introduction to WebGL for Web designers and developers. This book covers fundamental concepts of WebGL. "WebGL Beginner's Guide" represents the first book in the series titled, "3D Online with WebGL". Future projects in the series use the foundation built here. However, this book stands alone. Learn the basics of WebGL development with this short book.WebGL's revolutionary! For years Web developers and designers, gamers, and virtual reality enthusiasts, have dreamed, and attempted to display, three dimensional content online. WebGL provides the first viable solution which works across devices from mobile phones, to tablets, and PCs. WebGL includes standards supported by most major browsers. Finally we have a set of cross platform features which bring 2D content to life with 3D interactive models and games."WebGL Beginner's Guide" includes three projects. The projects explain how to declare a simple square mesh, map the mesh, repeat texture maps, and most important, make an interactive sprite. The "WebGL Interactive Rotation" project renders a square interactive sprite, mapped with colorful checkers. Swipe left and right to rotate the sprite around the Y axis. Swipe up or down to rotate the sprite around it's X axis."WebGL Beginner's Guide" includes an overview of meshes, vertices, buffers, element arrays, texels, textures, the viewport, perspective projection matrices, which provide a sense of depth, and transformation matrices, which allow developers to transform a mesh. Transformation includes, but isn't limited to, moving, rotating, and scaling. Example projects demonstrate how to reuse data for optimized processing with element arrays. Optimization includes techniques for quicker download time or faster rendering."WebGL Beginner's Guide" covers a long list of WebGL methods, with an introduction to shaders, and basic WebGL development. Shaders provide access to the Graphics Processing Unit (GPU), for high speed, efficient display. Shaders, written in the C language, offer the key to rapid 3D rendering, even on mobile devices. Readers don't need to understand the C language. "WebGL Beginner's Guide" covers two shader's, used by the book's projects, line by line."WebGL Beginner's Guide" doesn't rely on external libraries, but focuses on pure WebGL. Once you understand WebGL, the possibilities seem endless. You can use external libraries with confidence, write your own, or develop lightweight independent WebGL projects. With some modifications, you might port WebGL to 3D mobile applications, or game systems. Sections in the table of contents which begin with "WebGL API...", link to WebGL methods. For those who want to understand WebGL's versatile features, pure WebGL provides the key. However, for those who use libraries, such as Three.js, and Web development systems, WebGL API features offer useful insight and confidence, with improved ability to build and debug applications. Most WebGL libraries are built on the WebGL API."WebGL Beginner's Guide" provides examples and explanation covering the following WebGL API methods. The list of WebGL methods includes createProgram(), attachShader(), linkProgram(), useProgram(), createShader(), shaderSource(), compileShader(), getShaderParameter(), getShaderInfoLog(), getUniformLocation(), uniformMatrix4fv(), getAttribLocation(), enableVertexAttribArray(), viewport(), createBuffer(), bindBuffer(), bufferData(), vertexAttribPointer(), uniform1i(), createTexture(), activeTexture(), bindTexture(), pixelStorei(), texImage2D() , validateProgram(), getProgramParameter(), getProgramInfoLog(), deleteProgram(), and drawElements(). "WebGL Beginner's Guide" offers helpful information toward a great start with WebGL. If these methods seem unfamiliar, then "WebGL Beginner's Guide" can help.
Author: A. Butler
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