Index: third_party/webgl/conformance-suites/1.0.0/extra/lots-of-polys-example.html |
=================================================================== |
--- third_party/webgl/conformance-suites/1.0.0/extra/lots-of-polys-example.html (revision 121077) |
+++ third_party/webgl/conformance-suites/1.0.0/extra/lots-of-polys-example.html (working copy) |
@@ -1,84 +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> |
-<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"); |
- 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> |
- |
- |