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Issue 3038014: o3d-webgl: Adjusting Sampler to throw an error if client attempts to use BORD... (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/o3d/
Patch Set: '' Created 10 years, 4 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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178 // borderColor = Float4(0, 0, 0, 0) 178 // borderColor = Float4(0, 0, 0, 0)
179 // maxAnisotropy = 1 179 // maxAnisotropy = 1
180 180
181 // Rotates quad and uses anisotropic filtering. 181 // Rotates quad and uses anisotropic filtering.
182 transforms[1].rotateZ(-Math.PI / 2.5); 182 transforms[1].rotateZ(-Math.PI / 2.5);
183 samplers[1].addressModeU = g_o3d.Sampler.WRAP; 183 samplers[1].addressModeU = g_o3d.Sampler.WRAP;
184 samplers[1].addressModeV = g_o3d.Sampler.WRAP; 184 samplers[1].addressModeV = g_o3d.Sampler.WRAP;
185 samplers[1].minFilter = g_o3d.Sampler.ANISOTROPIC; 185 samplers[1].minFilter = g_o3d.Sampler.ANISOTROPIC;
186 samplers[1].maxAnisotropy = 4; 186 samplers[1].maxAnisotropy = 4;
187 187
188 // Uses BORDER addressing mode with a red border. 188 // Note: BORDER addressing is not supported in WebGL.
189 samplers[2].addressModeU = g_o3d.Sampler.BORDER; 189 //samplers[2].addressModeU = g_o3d.Sampler.BORDER;
190 samplers[2].addressModeV = g_o3d.Sampler.BORDER; 190 //samplers[2].addressModeV = g_o3d.Sampler.BORDER;
191 samplers[2].borderColor = [1, 0, 0, 1]; 191 //samplers[2].borderColor = [1, 0, 0, 1];
192 192
193 // Uses POINT sampling for minification. 193 // Uses POINT sampling for minification.
194 samplers[3].addressModeU = g_o3d.Sampler.WRAP; 194 samplers[3].addressModeU = g_o3d.Sampler.WRAP;
195 samplers[3].addressModeV = g_o3d.Sampler.WRAP; 195 samplers[3].addressModeV = g_o3d.Sampler.WRAP;
196 samplers[3].minFilter = g_o3d.Sampler.POINT; 196 samplers[3].minFilter = g_o3d.Sampler.POINT;
197 197
198 // Rotates quad and uses default (linear) filtering. 198 // Rotates quad and uses default (linear) filtering.
199 // Compare results to quad #1. 199 // Compare results to quad #1.
200 transforms[4].rotateZ(-Math.PI / 2.5); 200 transforms[4].rotateZ(-Math.PI / 2.5);
201 samplers[4].addressModeU = g_o3d.Sampler.WRAP; 201 samplers[4].addressModeU = g_o3d.Sampler.WRAP;
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263 263
264 /* Given the texture coordinates, our pixel shader grabs the corresponding 264 /* Given the texture coordinates, our pixel shader grabs the corresponding
265 * color from the texture. 265 * color from the texture.
266 */ 266 */
267 void main() { 267 void main() {
268 gl_FragColor = texture2D(texSampler, texCoord); 268 gl_FragColor = texture2D(texSampler, texCoord);
269 } 269 }
270 </textarea> 270 </textarea>
271 </body> 271 </body>
272 </html> 272 </html>
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