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Issue 274042: Remove pack from calls to texture.getRenderSurface... (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/o3d/
Patch Set: '' Created 11 years, 2 months ago
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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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161 * map and then render the scene, we need two subtrees of the render graph, one 161 * map and then render the scene, we need two subtrees of the render graph, one
162 * for shadow map render pass and one to draw the scene. 162 * for shadow map render pass and one to draw the scene.
163 */ 163 */
164 function initRenderGraph() { 164 function initRenderGraph() {
165 // Create the texture that will store the depth information. 165 // Create the texture that will store the depth information.
166 g_shadowTexture = g_pack.createTexture2D(SHADOW_MAP_WIDTH, 166 g_shadowTexture = g_pack.createTexture2D(SHADOW_MAP_WIDTH,
167 SHADOW_MAP_HEIGHT, 167 SHADOW_MAP_HEIGHT,
168 g_o3d.Texture.ABGR32F, 168 g_o3d.Texture.ABGR32F,
169 1, 169 1,
170 true); 170 true);
171 var renderSurface = g_shadowTexture.getRenderSurface(0, g_pack); 171 var renderSurface = g_shadowTexture.getRenderSurface(0);
172 172
173 // Create the depth-stencil buffer required when rendering the teapot. 173 // Create the depth-stencil buffer required when rendering the teapot.
174 var depthSurface = g_pack.createDepthStencilSurface(SHADOW_MAP_WIDTH, 174 var depthSurface = g_pack.createDepthStencilSurface(SHADOW_MAP_WIDTH,
175 SHADOW_MAP_HEIGHT); 175 SHADOW_MAP_HEIGHT);
176 176
177 // The children of any one node in the render graph get traversed in order by 177 // The children of any one node in the render graph get traversed in order by
178 // priority. Here, we're forcing the shadow map to get rendered first by 178 // priority. Here, we're forcing the shadow map to get rendered first by
179 // by giving its render root lower priority. 179 // by giving its render root lower priority.
180 var shadowPassRenderRoot = g_pack.createObject('RenderNode'); 180 var shadowPassRenderRoot = g_pack.createObject('RenderNode');
181 shadowPassRenderRoot.priority = 0; 181 shadowPassRenderRoot.priority = 0;
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619 <h1>Shadow Maps</h1> 619 <h1>Shadow Maps</h1>
620 This sample implements a basic shadow map. 620 This sample implements a basic shadow map.
621 <br/> 621 <br/>
622 <!-- Start of O3D plugin --> 622 <!-- Start of O3D plugin -->
623 <div id="o3d" style="width: 600px; height: 600px;"></div> 623 <div id="o3d" style="width: 600px; height: 600px;"></div>
624 <!-- End of O3D plugin --> 624 <!-- End of O3D plugin -->
625 Use A, S, D, W, I and O to move the light. 625 Use A, S, D, W, I and O to move the light.
626 Press spacebar to see the shadow map. 626 Press spacebar to see the shadow map.
627 </body> 627 </body>
628 </html> 628 </html>
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