2013年12月30日 星期一 15:43
Using WebGL®, you can create sophisticated interactive 3D graphics inside web browsers, without plug-ins. WebGL makes it possible to build a new generation of 3D web games, user interfaces, and information visualization solutions that will run on any standard web browser, and on PCs, smartphones, tablets, game consoles, or other devices. WebGL Programming Guide will help you get started quickly with interactive WebGL 3D programming, even if you have no prior knowledge of HTML5, JavaScript, 3D graphics, mathematics, or OpenGL.
You’ll learn step-by-step, through realistic examples, building your skills as you move from simple to complex solutions for building visually appealing web pages and 3D applications with WebGL. Media, 3D graphics, and WebGL pioneers Dr. Kouichi Matsuda and Dr. Rodger Lea offer easy-to-understand tutorials on key aspects of WebGL, plus 100 downloadable sample programs, each demonstrating a specific WebGL topic.
You’ll move from basic techniques such as rendering, animating, and texturing triangles, all the way to advanced techniques such as fogging, shadowing, shader switching, and displaying 3D models generated by Blender or other authoring tools. This book won’t just teach you WebGL best practices, it will give you a library of code to jumpstart your own projects.
Coverage includes:
This is the newest text in the OpenGL Technical Library, Addison-Wesley’s definitive collection of programming guides an reference manuals for OpenGL and its related technologies. The Library enables programmers to gain a practical understanding of OpenGL and the other Khronos application-programming libraries including OpenGL ES and OpenCL. All of the technologies in the OpenGL Technical Library evolve under the auspices of the Khronos Group, the industry consortium guiding the evolution of modern, open-standards media APIs.
Table of Contents
Chapter 1. Overview of WebGL
Chapter 2. Your First Step with WebGL
Chapter 3. Drawing and Transforming Triangles
Chapter 4. More Transformations and Basic Animation
Chapter 5. Using Colors and Texture Images
Chapter 6. The OpenGL ES Shading Language (GLSL ES)
Chapter 7. Toward the 3D World
Chapter 8. Lighting Objects
Chapter 9. Hierarchical Objects
Chapter 10. Advanced Techniques
Appendix A. No Need to Swap Buffers in WebGL
Appendix B. Built-in Functions of GLSL ES 1.0
Appendix C. Projection Matrices
Appendix D. WebGL/OpenGL: Left or Right Handed?
Appendix E. The Inverse Transpose Matrix
Appendix F. Load Shader Programs from Files
Appendix G. World Coordinate System Versus Local Coordinate System
Appendix H. Web Browser Settings for WebGL
2013年12月30日 星期一 16:20
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