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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

Depth Testing

Each fragment that has been processed by the fragment shader carries an associated depth value. Though fragments are two-dimensional since they’re rendered on the screen, the depth value keeps the information of how far the fragment is from the camera (screen). Depth values are stored in a special WebGL buffer named depth buffer or z-buffer. The z comes from the fact that x and y values correspond to the screen coordinates of the fragment, while the z value measures distance perpendicular to the screen.

After the fragment has been calculated by the fragment shader, it becomes available for depth testing. This only occurs if the depth test is enabled. Assuming that gl is the JavaScript variable that contains our WebGL context, we can enable depth testing by writing the following:

gl.enable(gl.DEPTH_TEST);

The depth test takes the depth value of a fragment...

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