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Real-Time 3D Graphics with WebGL 2 - Second Edition
book

Real-Time 3D Graphics with WebGL 2 - Second Edition

by Farhad Ghayour, Diego Cantor
October 2018
Intermediate to advanced
500 pages
12h 40m
English
Packt Publishing
Content preview from Real-Time 3D Graphics with WebGL 2 - Second Edition

Cameras

In the previous chapter, we covered the vertex shader, fragment shader, and ESSL to a define a lighting model in our 3D scene. In this chapter, we will leverage these concepts to learn more about the matrices that we have seen in the source code. These matrices represent transformations that, when applied to our scene, allow us to display and move things around. In one case, we've already used them to set the camera to a distance to see all the objects in our scene, and in another case, we've used them to spin our 3D car model.

Even though we have a camera within our 3D application, there is no camera object in the WebGL API—only matrices. That is because having matrices instead of a camera object gives WebGL the flexibility to represent ...

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Publisher Resources

ISBN: 9781788629690Supplemental Content