<!-- /* ** Copyright (c) 2012 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. ** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ --> <!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>WebGL Lots of polygons example.</title> <link rel="stylesheet" href="../resources/js-test-style.css"/> <script src="../js/js-test-pre.js"></script> <script src="../js/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> "use strict"; 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 become 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"); var successfullyParsed = true; } </script> </body> </html>