LogRocket Blog

Using TypeScript with WebGL to render graphics on the web

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  • Overview of WebGL and TypeScript: This guide explains how to use TypeScript with WebGL to render graphics on the web. It emphasizes that TypeScript code needs to be compiled into JavaScript before it can run in a browser.

  • Use cases for WebGL: The guide lists several example use cases for WebGL, including web-based games, presenting models of physical structures, ecommerce sites, virtual and augmented reality, and real-time data visualization. It mentions game engines like Pixi.js, Babylon.js, and Three.js that are compatible with WebGL.

  • Best practices for WebGL development: The guide provides some best practices for writing WebGL code, such as ensuring error-free code, avoiding the use of C preprocessor macros, and accounting for system limitations. It also mentions that WebGL has some drawbacks compared to WebGPU.

  • Understanding vertices: Vertices are the corners of a shape, and their positions and connections form the shape of an object. The guide explains how to create an array of vertices and indices to render a shape.

  • Introduction to shaders: Shaders are declarative programs that describe the attributes and traits of vertices and pixels. The guide introduces vertex shaders and explains their role in handling vertex position, texture coordinates, and color.

  • Exploring a simple vertex shader: The guide provides an example of a simple vertex shader and explains its components, such as input and output variables, transforming vertices, and setting the gl_Position variable.

  • Incomplete Fragment Shader: The guide mentions that fragment shaders are responsible for determining the color of each pixel. However, it does not provide any code or explanation for fragment shaders.

Please note that the above summary is based on the given text. Some sections may have been simplified or paraphrased for brevity and clarity.