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Tony Parisi
Programming 3D Applications
with HTML5 and WebGL
Programming 3D Applications with HTML5 and WebGL
by Tony Parisi
Copyright © 2014 Tony Parisi. All rights reserved.
Printed in the United States of America.
Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472.
O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are
also available for most titles (http://my.safaribooksonline.com). For more information, contact our corporate/
institutional sales department: 800-998-9938 or corporate@oreilly.com.
Editors: Mary Treseler and Brian Anderson
Production Editor: Kristen Brown
Copyeditor: Rachel Monaghan
Proofreader: Charles Roumeliotis
Indexer: Lucie Haskins
Cover Designer: Karen Montgomery
Interior Designer: David Futato
Illustrator: Rebecca Demarest
February 2014:
First Edition
Revision History for the First Edition:
2014-02-07: First release
See http://oreilly.com/catalog/errata.csp?isbn=9781449362966 for release details.
Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of O’Reilly
Media, Inc. Programming 3D Applications with HTML5 and WebGL, the image of a MacQueen’s bustard,
and related trade dress are trademarks of O’Reilly Media, Inc.
Many of the designations used by manufacturers and sellers to distinguish their products are claimed as
trademarks. Where those designations appear in this book, and O’Reilly Media, Inc. was aware of a trademark
claim, the designations have been printed in caps or initial caps.
While every precaution has been taken in the preparation of this book, the publisher and author assume no
responsibility for errors or omissions, or for damages resulting from the use of the information contained
herein.
ISBN: 978-1-449-36296-6
[LSI]
Table of Contents
Preface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix
Part I. Foundations
1.
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
HTML5: A New Visual Medium 5
The Browser as Platform 6
Browser Realities 7
3D Graphics Basics 8
What Is 3D? 8
3D Coordinate Systems 9
Meshes, Polygons, and Vertices 10
Materials, Textures, and Lights 11
Transforms and Matrices 12
Cameras, Perspective, Viewports, and Projections 13
Shaders 14
2.
WebGL: Real-Time 3D Rendering. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
WebGL Basics 18
The WebGL API 20
The Anatomy of a WebGL Application 20
A Simple WebGL Example 21
The Canvas Element and WebGL Drawing Context 22
The Viewport 23
Buffers, ArrayBuffer, and Typed Arrays 23
Matrices 24
The Shader 25
Drawing Primitives 27
Creating 3D Geometry 29
iii
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