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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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Toc

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

Time for Action: Rendering Modes

Let's revisit the signature of the drawElements function:

gl.drawElements(mode, count, type, offset)

The first parameter determines the type of primitives that we are rendering. In the following section, we will see the different rendering modes with examples.

Follow the given steps:

  1. Open the ch02_04_rendering-modes.html file in your browser. This example follows the same structure as in the previous section.
  2. Open ch02_04_rendering-modes.html in your editor and scroll down to the initBuffers function:
function initBuffers() {
const vertices = [
-0.5, -0.5, 0,
-0.25, 0.5, 0,
0.0, -0.5, 0,
0.25, 0.5, 0,
0.5, -0.5, 0
];

indices = [0, 1, 2, 0, 2, 3, 2, 3, 4];

// Create VAO
trapezoidVAO = gl.createVertexArray();

// Bind VAO
gl.bindVertexArray(trapezoidVAO);

const trapezoidVertexBuffer = gl.createBuffer();
gl.bindBuffer...
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