Index: extra/lots-of-polys-example.html |
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--- extra/lots-of-polys-example.html (revision 0) |
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+<!-- |
+Copyright (c) 2009 The Chromium Authors. All rights reserved. |
+Use of this source code is governed by a BSD-style license that can be |
+found in the LICENSE file. |
+ --> |
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" |
+ "http://www.w3.org/TR/html4/loose.dtd"> |
+<html> |
+<head> |
+<meta charset="utf-8"> |
+<title>WebGL Lots of polygons example.</title> |
+<link rel="stylesheet" href="../resources/js-test-style.css"/> |
+<script src="../resources/js-test-pre.js"></script> |
+<script src="../conformance/resources/webgl-test-utils.js"> </script> |
+</head> |
+<body> |
+<canvas id="example" width="1024" height="1024" style="width: 40px; height: 40px;"> |
+</canvas> |
+<div id="description"></div> |
+<div id="console"></div> |
+<script> |
+window.onload = init; |
+debug("Tests a WebGL program that draws a bunch of large polygons"); |
+ |
+function init() { |
+ if (confirm( |
+ "after clicking ok your machine may be come unresponsive or crash")) { |
+ main(); |
+ } else { |
+ debug("cancelled"); |
+ } |
+} |
+ |
+function main() { |
+ var wtu = WebGLTestUtils; |
+ var canvas = document.getElementById("example"); |
+ canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault(); }, false); |
+ canvas.addEventListener("webglcontextrestored", function(e) { }, false); |
+ |
+ var gl = wtu.create3DContext(canvas); |
+ var program = wtu.setupTexturedQuad(gl); |
+ |
+ assertMsg(gl.getError() == gl.NO_ERROR, "Should be no errors from setup."); |
+ |
+ var tex = gl.createTexture(); |
+ gl.enable(gl.BLEND); |
+ gl.disable(gl.DEPTH_TEST); |
+ |
+ wtu.fillTexture(gl, tex, 4096, 4096, [0, 192, 128, 255], 0); |
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture"); |
+ |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting texture params"); |
+ |
+ var loc = gl.getUniformLocation(program, "tex"); |
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex locations"); |
+ gl.uniform1i(loc, 0); |
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform"); |
+ |
+ var numQuads = 100000; |
+ var indexBuf = new ArrayBuffer(numQuads * 6); |
+ var indices = new Uint8Array(indexBuf); |
+ for (var ii = 0; ii < numQuads; ++ii) { |
+ var offset = ii * 6; |
+ indices[offset + 0] = 0; |
+ indices[offset + 1] = 1; |
+ indices[offset + 2] = 2; |
+ indices[offset + 3] = 3; |
+ indices[offset + 4] = 4; |
+ indices[offset + 5] = 5; |
+ } |
+ var indexBuffer = gl.createBuffer(); |
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); |
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating index buffer"); |
+ gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0); |
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); |
+ |
+ successfullyParsed = true; |
+} |
+</script> |
+</body> |
+</html> |
+ |
+ |
Property changes on: extra/lots-of-polys-example.html |
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Added: svn:eol-style |
+ LF |