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Real-Time 3D Graphics with WebGL 2

You're reading from   Real-Time 3D Graphics with WebGL 2 Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0)

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Length 500 pages
Edition 2nd Edition
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Authors (2):
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Farhad Ghayour Farhad Ghayour
Author Profile Icon Farhad Ghayour
Farhad Ghayour
Diego Cantor Diego Cantor
Author Profile Icon Diego Cantor
Diego Cantor
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Table of Contents (14) Chapters Close

Preface 1. Getting Started FREE CHAPTER 2. Rendering 3. Lights 4. Cameras 5. Animations 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques 11. WebGL 2 Highlights 12. Journey Ahead 13. Other Books You May Enjoy

Matrix Stacks

A matrix stack provides a way to apply local transforms to individual objects in our scene while preserving global transforms.

The matrix stack works as each rendering cycle (each call to our render function) requires calculating the scene matrices to react to camera movements. We first update the Model-View matrix for each object in our scene before passing the matrices to the shading program (as attributes). We do this in three steps:

  1. Once the global Model-View matrix (such as camera transform) has been calculated, we save (push) it onto a stack. This allows us to recover the original matrix once we’ve applied local transforms.
  2. Calculate an updated Model-View matrix for each object in the scene. This update consists of multiplying the original Model-View matrix by a matrix that represents the rotation, translation, and/or scaling of each object in the scene...
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