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Unified Diff: third_party/webgl/sdk/tests/extra/lots-of-polys-example.html

Issue 9360034: Remove everthing except conformance tests in the deps/third_party/webgl (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/
Patch Set: Created 8 years, 10 months ago
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Index: third_party/webgl/sdk/tests/extra/lots-of-polys-example.html
===================================================================
--- third_party/webgl/sdk/tests/extra/lots-of-polys-example.html (revision 121077)
+++ third_party/webgl/sdk/tests/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>
-
-
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