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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

Animating a 3D scene

Animating a scene is nothing more than applying the appropriate local transformations to the objects in the scene. For instance, if we want to move a cone and a sphere, each one of them will have a corresponding local transformation that will describe its location, orientation, and scale. In the previous section, we learned that matrix stacks allow us to preserve the original Model-View transform so that we can apply the correct local transforms to each object.

Now that we know how to move objects with local transforms and matrix stacks, we should address when to apply these transforms.

If we calculate the position to apply to the cone and sphere in our example every time we call the render function, this would imply that the animation rate would depend on the speed of our rendering cycle. A slow rendering cycle would produce choppy animations and too fast...

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