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If the browser does not support WebGL, getContext() will return null in which case we display a message to the user and exit. Once we have the canvas, we try to get a WebGLRenderingContext for it by calling getContext() and passing it the string "webgl". The first thing we do here is obtain a reference to the canvas, assigning it to a variable named canvas. clearColor ( 0.0, 0.0, 0.0, 1.0 ) // Clear the color buffer with specified clear color // start here // function main ( ) // Set clear color to black, fully opaque It's worth noting here that this series of articles introduces WebGL itself however, there are a number of frameworks available that encapsulate WebGL's capabilities, making it easier to build 3D applications and games, such as THREE.js and BABYLON.js.
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The code examples in this tutorial can also be found in the webgl-examples GitHub repository. It's assumed that you already have an understanding of the mathematics involved in 3D graphics, and this article doesn't pretend to try to teach you 3D graphics concepts itself. This article will introduce you to the basics of using WebGL. WebGL elements can be mixed with other HTML elements and composited with other parts of the page or page background. WebGL programs consist of control code written in JavaScript and shader code (GLSL) that is executed on a computer's Graphics Processing Unit (GPU). WebGL enables web content to use an API based on OpenGL ES 2.0 to perform 2D and 3D rendering in an HTML canvas in browsers that support it without the use of plug-ins.