| Index: extra/lots-of-polys-example.html
|
| ===================================================================
|
| --- extra/lots-of-polys-example.html (revision 106149)
|
| +++ extra/lots-of-polys-example.html (working copy)
|
| @@ -1,88 +0,0 @@
|
| -<!--
|
| -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>
|
| -
|
| -
|
|
|