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Setting the Scene

  • Brian Danchilla

Abstract

In this chapter we will go through all the steps of creating a scene rendered with WebGL. We will show you how to
  • obtain a WebGL context

  • create different primitive types in WebGL

  • understand and create vertex buffer objects (VBOs) and attributes

  • do static two-dimensional rendering

  • create a program and shaders

  • set up the view matrices

  • add animation and movement

  • render a three-dimensional model

Keywords

Application Programming Interface Virtual Camera Primitive Type Document Object Model Vertex Attribute 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Brian Danchilla 2012

Authors and Affiliations

  • Brian Danchilla

There are no affiliations available

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