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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

System Requirements

WebGL is a web-based 3D Graphics API. As such, there is no installation needed. While WebGL 1 is based on the OpenGL ES 2.0 specification, WebGL 2 is based on OpenGL ES 3.0, which guarantees the availability of many WebGL 1 extensions along with new features.

WebGL 2 Versus WebGL 1

Given this book covers WebGL 2, all WebGL and WebGL 2 terms reference the WebGL 2 (OpenGL ES 3.0) specification. Any references to WebGL 1 (OpenGL ES 2.0) will be done so explicitly.

As of January 27, 2016, WebGL 2 is available by default in Firefox and Chrome. You will automatically have access to WebGL 2, provided you have one of the following web browsers:

  • Firefox 51 or above
  • Google Chrome 56 or above
  • Chrome for Android 64 or above

For an updated list of the web browsers that support WebGL, please visit the Khronos Group web page: http://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation.

Or visit the well-known CanIUse.com resource: https://caniuse.com/#search=WebGL 2.

Modern Standards

Since we will be using modern browsers to run WebGL 2, we will also leverage HTML5, CSS3, and JavaScript ES6 throughout this book. For more information on these modern standards, please refer to the following link: https://developer.mozilla.org/en-US/docs/Web.

At the time of this book's publication, WebGL 2 remains a specification that's in flux. Some parts of the specification are considered stable and have been implemented in modern browsers; other parts should be considered experimental and have been partially implemented to varying degrees. Therefore, you should be familiar with how the standardization process works and the levels of implementation for each new property. That being said, WebGL 2 is nearly 100% backward compatible with WebGL 1. All exceptions to backward compatibility are recorded in the following link: https://www.khronos.org/registry/webgl/specs/latest/2.0/#BACKWARDS_INCOMPATIBILITY.

Migrating to WebGL 2

If you have prior experience with WebGL 1 or are curious about migration strategies to WebGL 2, you can refer to Chapter 11, WebGL 2 Highlights, where key differences between WebGL 1 and WebGL 2 are highlighted.

Lastly, you will need to make sure that your computer has an approved graphics card. To quickly validate your current configuration for WebGL 2, please visit the following link: https://get.webgl.org/WebGL 2/.

You have been reading a chapter from
Real-Time 3D Graphics with WebGL 2 - Second Edition
Published in: Oct 2018
Publisher: Packt
ISBN-13: 9781788629690
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