Skip to Content
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

Picking

In the previous chapter, we covered how to use textures to add more detail to our 3D application. In this chapter, we'll learn how to interact with our WebGL application through a technique called picking. Picking refers to the ability to select objects in a 3D scene. The most common device used for picking is a computer mouse. However, picking can also be performed using other human computer interfaces, such as tactile screens and haptic devices. In this chapter, we will learn how picking can be implemented in WebGL.

In this chapter, you will:

  • Learn how to select objects in a WebGL scene using the mouse.
  • Create and use offscreen framebuffers.
  • Learn what renderbuffers are and how they are used by framebuffers.
  • Read pixels from framebuffers. ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL

WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL

Kouichi Matsuda, Rodger Lea
3D Graphics Rendering Cookbook

3D Graphics Rendering Cookbook

Sergey Kosarevsky, Viktor Latypov

Publisher Resources

ISBN: 9781788629690Supplemental Content