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In-Depth Information
gramming, see Rene Froeleke's article “Introduction to 3D graphics” at
STHc .
If you need more detailed information on how WebGL processes data, we recommend read-
ing Opera's explanation at . Our version is quick and simple, because
we don't want to put you to sleep.
Meanwhile, back at the engine
Your engine currently doesn't communicate with a graphics card. To do so, you'll follow
two groups of steps:
Group 1—Creating shaders
and buffers
Group 2—Working with matrices and drawing shapes
• Step 1: Create and
configure color,
vertex, and shape
shaders via
OpenGL ES.
• Step 2: Set up
shader retrieval
from the DOM.
• Step 3: Pull
shader data from
the DOM.
• Step 4: Create
shape, color, and
dimension buffers
for entities.
• Step 1: Use matrices and buffers to visually output information.
• Step 2: Bind and draw shapes.
• Step 3: Detect overlap and remove entities.
• Step 4: Add matrix helpers to simplify matrix interaction.
• Step 5: Add Vlad Vukićević's WebGL helpers for rotation.
Once you've completed these tasks, you'll be ready to program the game.
9.2.2. Creating shaders for 3D data
Before you begin with the Group 1 set of tasks, pick up Jacob Seidelin's helpful WebGL
Cheat Sheet at . It breaks down all
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