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authorgman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-08-19 00:07:49 +0000
committergman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-08-19 00:07:49 +0000
commit8653167fd370f88b3bcc2be052a9aa26873dbe44 (patch)
tree602e188104e6d3992adac469f17d5c1605690f73 /o3d/samples/archive-textures.html
parentc1b7f06be387b3828d38eccbf0e88d1ec71bac3b (diff)
downloadchromium_src-8653167fd370f88b3bcc2be052a9aa26873dbe44.zip
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expose Bitmap to JavaScript.
Also added Texture.drawImage(canvas...) There's still the big question of whether we should flip textures by default in the o3d code. Currently I'm flipping them by default in o3djs.texture.createTextureFromRawData and I'm flipping them by default in o3djs.canvas.CanvasQuad.updateTexture. I'm torn whether or not I should be flipping them. I feel like 2d examples and examples of displaying images, like a picasa viewer, would be simpler if we didn't flip by default but the problem then is if you load some textures through a collada scene they'll be flipped the opposite of any textures you load by hand. Review URL: http://codereview.chromium.org/171060 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@23678 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/samples/archive-textures.html')
-rw-r--r--o3d/samples/archive-textures.html3
1 files changed, 2 insertions, 1 deletions
diff --git a/o3d/samples/archive-textures.html b/o3d/samples/archive-textures.html
index 2e33a3e..7b7b4ea 100644
--- a/o3d/samples/archive-textures.html
+++ b/o3d/samples/archive-textures.html
@@ -49,6 +49,7 @@ o3djs.require('o3djs.io');
o3djs.require('o3djs.rendergraph');
o3djs.require('o3djs.primitives');
o3djs.require('o3djs.effect');
+o3djs.require('o3djs.texture');
// Events
// Run the init() once the page has finished loading.
@@ -173,7 +174,7 @@ function createArchiveRequest(effect) {
g_streamingStarted = true;
// Create a texture from the RawData object that was just made available.
- var texture = g_pack.createTextureFromRawData(rawData, true);
+ var texture = o3djs.texture.createTextureFromRawData(g_pack, rawData, true);
// Free the raw data object immediately since we're done with it.
// If we don't call this the RawData will stay around so we can use it