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authorgman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-07-24 21:41:31 +0000
committergman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-07-24 21:41:31 +0000
commit28b4f9bc980da2e69c3edcee374948bae0c5f8ac (patch)
treeaa761d14dc32d90bc3ced831ccef11bfef0cf22e /o3d/samples/juggler.html
parent6f324234680499d621c1277dec1abb08fde3cc0a (diff)
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This change fixes the issue that if you use
o3djs.util.setMainEngine(...V8) in any sample and you use scripts that you don't want run in V8, for example Adsense, Google Analyitics, Wave, Google WebElements then the o3djs would attempt to pull in that javascript and execute it in V8. Specifically this refers to inline <script> tags instead HTML. Not <script src="url"> tags. The solution is we add an id to the tags we want o3djs to pull in. Any script with an id that starts with "o3d" will get pulled in. This CL changes our samples to have that id on their script tags. Review URL: http://codereview.chromium.org/159339 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@21585 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/samples/juggler.html')
-rw-r--r--o3d/samples/juggler.html8
1 files changed, 4 insertions, 4 deletions
diff --git a/o3d/samples/juggler.html b/o3d/samples/juggler.html
index 066b84b..233e958 100644
--- a/o3d/samples/juggler.html
+++ b/o3d/samples/juggler.html
@@ -43,7 +43,7 @@ O3D Juggler
<script type="text/javascript" src="o3djs/base.js"></script>
-<script type="text/javascript">
+<script type="text/javascript" id="o3d">
o3djs.require('o3djs.util');
o3djs.require('o3djs.math');
o3djs.require('o3djs.rendergraph');
@@ -348,7 +348,7 @@ float4 drawAirborneBalls(in float pi,
in float hand_swing_radius,
in float2 Z,
in float threshold) {
- float value =
+ float value =
// balls going right to left
(drawBallsInArc(pi, offset, right_hand, left_hand, height_factor,
baseline, ball_radius_2, hand_swing_radius, Z, threshold) +
@@ -397,7 +397,7 @@ float4 pixelShaderMain(PixelShaderInput input) : COLOR {
// smaller than they would otherwise be. That's the opposite of what we do
// for the balls, just because it happens to be cheaper here to do smaller and
// cheaper in drawBallsInArc to do larger.
- result +=
+ result +=
clamp((hand_radius_2 - length_2(Z - r_h)) / threshold, 0, 1) *
(Z.y < r_h.y) * right_hand_color +
clamp((hand_radius_2 - length_2(Z - l_h)) / threshold, 0, 1) *
@@ -416,7 +416,7 @@ float4 pixelShaderMain(PixelShaderInput input) : COLOR {
// subtraction in the "1 - clamp..." below], but inverting it in
// drawBallsInArc would be more expensive, and they have to match so that the
// balls are all the same size.
- result += (1 - result.a) *
+ result += (1 - result.a) *
(1 - clamp((length_2(Z - hand) - ball_radius_2) / threshold, 0, 1));
// Draw airborne balls.