The magic pixels book
This is a detaled documentation that explains the core concepts of magic-pixels. We'll work our way through step by step.
Chapter 1: How magic-pixels works
Chapter 2: Model Loading
Reading list
The chapters end with links to the sources they draw on. These are the ones
that come up again and again, and are all free to read online:
WebGL2 Fundamentals by Gregg Tavares.
The best ground-up introduction to WebGL2; nearly every chapter here has a
counterpart there.
The Book of Shaders by Patricio Gonzalez
Vivo and Jen Lowe. Fragment shaders and GLSL, one small step at a time.
3D Math Primer for Graphics and Game Development
by Fletcher Dunn and Ian Parberry. Vectors, matrices, transforms, Euler
angles and quaternions, with the intuition spelled out.
Learn OpenGL by Joey de Vries. Desktop OpenGL,
but the chapters on transformations, cameras, textures, lighting, gamma and
physically based rendering carry over one to one.
Physically Based Rendering: From Theory to Implementation
by Pharr, Jakob and Humphreys. The reference for everything under
"physically based", far deeper than a real-time renderer needs.
MDN: WebGL API
for looking up any single GL call.