| Index: conformance/index-validation-with-resized-buffer.html
|
| ===================================================================
|
| --- conformance/index-validation-with-resized-buffer.html (revision 106149)
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| +++ conformance/index-validation-with-resized-buffer.html (working copy)
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| @@ -1,104 +0,0 @@
|
| -<!--
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| -Copyright (c) 2011 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>
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| -<html>
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| -<head>
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| -<meta charset="utf-8">
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| -<link rel="stylesheet" href="../resources/js-test-style.css"/>
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| -<script src="../resources/js-test-pre.js"></script>
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| -<script src="resources/webgl-test.js"></script>
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| -</head>
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| -<body>
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| -<canvas id="example" width="1px" height="1px"></canvas>
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| -<div id="description"></div>
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| -<div id="console"></div>
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| -
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| -<script id="vs" type="x-shader/x-vertex">
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| -attribute vec4 vPosition;
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| -attribute vec4 vColor;
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| -varying vec4 color;
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| -void main() {
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| - gl_Position = vPosition;
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| - color = vColor;
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| -}
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| -</script>
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| -<script id="fs" type="x-shader/x-fragment">
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| -precision mediump float;
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| -varying vec4 color;
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| -void main() {
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| - gl_FragColor = color;
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| -}
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| -</script>
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| -<script>
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| -description('Test that updating the size of a vertex buffer is properly noticed by the WebGL implementation.')
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| -
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| -var gl = initWebGL("example", "vs", "fs", ["vPosition", "vColor"], [0, 0, 0, 1], 1);
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| -glErrorShouldBe(gl, gl.NO_ERROR, "after initialization");
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| -
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| -gl.useProgram(gl.program);
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| -var vertexObject = gl.createBuffer();
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| -gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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| -gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(
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| - [-1,1,0, 1,1,0, -1,-1,0,
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| - -1,-1,0, 1,1,0, 1,-1,0]), gl.STATIC_DRAW);
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| -gl.enableVertexAttribArray(0);
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| -gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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| -glErrorShouldBe(gl, gl.NO_ERROR, "after vertex setup");
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| -
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| -var texCoordObject = gl.createBuffer();
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| -gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject);
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| -gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(
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| - [0,0, 1,0, 0,1,
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| - 0,1, 1,0, 1,1]), gl.STATIC_DRAW);
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| -gl.enableVertexAttribArray(1);
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| -gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
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| -glErrorShouldBe(gl, gl.NO_ERROR, "after texture coord setup");
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| -
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| -// Now resize these buffers because we want to change what we're drawing.
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| -gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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| -gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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| - -1,1,0, 1,1,0, -1,-1,0, 1,-1,0,
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| - -1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), gl.STATIC_DRAW);
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| -glErrorShouldBe(gl, gl.NO_ERROR, "after vertex redefinition");
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| -gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject);
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| -gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([
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| - 255, 0, 0, 255,
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| - 255, 0, 0, 255,
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| - 255, 0, 0, 255,
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| - 255, 0, 0, 255,
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| - 0, 255, 0, 255,
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| - 0, 255, 0, 255,
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| - 0, 255, 0, 255,
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| - 0, 255, 0, 255]), gl.STATIC_DRAW);
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| -gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0);
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| -glErrorShouldBe(gl, gl.NO_ERROR, "after texture coordinate / color redefinition");
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| -
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| -var numQuads = 2;
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| -var indices = new Uint8Array(numQuads * 6);
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| -for (var ii = 0; ii < numQuads; ++ii) {
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| - var offset = ii * 6;
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| - var quad = (ii == (numQuads - 1)) ? 4 : 0;
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| - indices[offset + 0] = quad + 0;
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| - indices[offset + 1] = quad + 1;
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| - indices[offset + 2] = quad + 2;
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| - indices[offset + 3] = quad + 2;
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| - indices[offset + 4] = quad + 1;
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| - indices[offset + 5] = quad + 3;
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| -}
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| -var indexObject = gl.createBuffer();
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| -gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject);
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| -gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
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| -glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices");
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| -gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0);
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| -glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
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| -
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| -debug("")
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| -successfullyParsed = true;
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| -</script>
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| -
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| -<script src="../resources/js-test-post.js"></script>
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| -</body>
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| -</html>
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|
|