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| 1 <!-- | 1 <!-- |
| 2 Copyright 2009, Google Inc. | 2 Copyright 2009, Google Inc. |
| 3 All rights reserved. | 3 All rights reserved. |
| 4 | 4 |
| 5 Redistribution and use in source and binary forms, with or without | 5 Redistribution and use in source and binary forms, with or without |
| 6 modification, are permitted provided that the following conditions are | 6 modification, are permitted provided that the following conditions are |
| 7 met: | 7 met: |
| 8 | 8 |
| 9 * Redistributions of source code must retain the above copyright | 9 * Redistributions of source code must retain the above copyright |
| 10 notice, this list of conditions and the following disclaimer. | 10 notice, this list of conditions and the following disclaimer. |
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| 67 var g_pack; | 67 var g_pack; |
| 68 var g_viewInfo; | 68 var g_viewInfo; |
| 69 var g_eye; | 69 var g_eye; |
| 70 var g_target; | 70 var g_target; |
| 71 var g_up; | 71 var g_up; |
| 72 var g_finished = false; // for selenium testing | 72 var g_finished = false; // for selenium testing |
| 73 | 73 |
| 74 function scrollMe(e) { | 74 function scrollMe(e) { |
| 75 g_eye = g_math.mulScalarVector((e.deltaY < 0 ? 11 : 13) / 12, g_eye); | 75 g_eye = g_math.mulScalarVector((e.deltaY < 0 ? 11 : 13) / 12, g_eye); |
| 76 g_viewInfo.drawContext.view = g_math.matrix4.lookAt(g_eye, g_target, g_up); | 76 g_viewInfo.drawContext.view = g_math.matrix4.lookAt(g_eye, g_target, g_up); |
| 77 // Prevents event from reaching up to the window, e.g. so page will not scroll | |
| 78 o3djs.event.cancel(e); | |
| 79 } | 77 } |
| 80 | 78 |
| 81 /** | 79 /** |
| 82 * Creates the client area. | 80 * Creates the client area. |
| 83 */ | 81 */ |
| 84 function init() { | 82 function init() { |
| 85 o3djs.webgl.makeClients(initStep2); | 83 o3djs.webgl.makeClients(initStep2); |
| 86 } | 84 } |
| 87 | 85 |
| 88 /** | 86 /** |
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| 265 | 263 |
| 266 /* Given the texture coordinates, our pixel shader grabs the corresponding | 264 /* Given the texture coordinates, our pixel shader grabs the corresponding |
| 267 * color from the texture. | 265 * color from the texture. |
| 268 */ | 266 */ |
| 269 void main() { | 267 void main() { |
| 270 gl_FragColor = texture2D(texSampler, texCoord); | 268 gl_FragColor = texture2D(texSampler, texCoord); |
| 271 } | 269 } |
| 272 </textarea> | 270 </textarea> |
| 273 </body> | 271 </body> |
| 274 </html> | 272 </html> |
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