The key idea here is that the WebGL drawing context is 2D. If you want to render 3D graphics then you have to supply the math that converts the 3D points to 2D canvas points. The only co-ordinate ...
On the one hand, 2D HTML5 Canvas graphics are now hardware accelerated, resulting in a huge increase in speed. This could mean that Canvas games should run significantly smoother and will be able to ...
At some point in working with WebGL you have to define the matrices used in the shader. In general, you have to make connections between all of the variables used in the shaders and objects in the ...
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