diff options
author | gman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-09-01 04:21:40 +0000 |
---|---|---|
committer | gman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-09-01 04:21:40 +0000 |
commit | 70c8e97a69ef8806b1812b2cd0ebe831f3792cb6 (patch) | |
tree | 4c5b5e5b71ce99f91910b3fd569443f0f07a4e72 /o3d/samples/picking.html | |
parent | 13a8961bf84b7132e2ae588ea644bf7b8012fe75 (diff) | |
download | chromium_src-70c8e97a69ef8806b1812b2cd0ebe831f3792cb6.zip chromium_src-70c8e97a69ef8806b1812b2cd0ebe831f3792cb6.tar.gz chromium_src-70c8e97a69ef8806b1812b2cd0ebe831f3792cb6.tar.bz2 |
Update samples to use more utility functions where
appropriate.
A few places used pseudoRandom. That is in math.js
now so they use that.
Other places there is now
o3djs.material.createBasicMaterial and
o3djs.material.createMaterialFromFile that save
10-20 lines per sample.
This CL will require new reference images.
There are 2 other things I'd like to consider.
#1) Changing every sample that uses shaders/texture-only.shader
to use o3djs.material.createConstantMaterial or some variation.
The problem with o3djs.material.createConstantMaterial is it
requires you pass it a texture if you want a constant textured
material. All the samples create the material first, then
later add the texture.
So, I could add a new o3djs.material.createTextureOnlyMaterial.
At the same time that would mean changing those samples from
setting stuff on 'texSampler0' to 'emissive'
#2) I'd like to change the shader builder so it stops
adding "Sampler" to textured materials. As it is if
the material uses a color it makes the param called "diffuse"
but if it's a texture it makes it "diffuseSampler".
That sucks because it means the code has to do crap like
var param = material.getParam('diffuse');
if (param) {
// it's a color
} else {
param = material.getParam('diffuseSampler');
if (param) {
// it's a texture.
}
}
If we stopped that silliness we could just do
var param = material.getParam('diffuse');
if (param) {
if (param.isA('o3d.ParamTexture')) {
// it's textured.
} else {
// it's not.
}
}
Unfortunately to fix this requires changing the o3dConverter
as well since it uses those conventions. Should we do this?
Review URL: http://codereview.chromium.org/182024
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@25015 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/samples/picking.html')
-rw-r--r-- | o3d/samples/picking.html | 10 |
1 files changed, 4 insertions, 6 deletions
diff --git a/o3d/samples/picking.html b/o3d/samples/picking.html index 24a652f..f4a73a0 100644 --- a/o3d/samples/picking.html +++ b/o3d/samples/picking.html @@ -294,12 +294,10 @@ function initStep2(clientElements) { g_debugLine.setColor([0,1,0,1]); // Create a material for highlighting. - g_highlightMaterial = g_pack.createObject('Material'); - g_highlightMaterial.drawList = g_viewInfo.performanceDrawList; - var effect = g_pack.createObject('Effect'); - o3djs.effect.loadEffect(effect, 'shaders/solid-color.shader'); - g_highlightMaterial.effect = effect; - effect.createUniformParameters(g_highlightMaterial); + g_highlightMaterial = o3djs.material.createConstantMaterial( + g_pack, + g_viewInfo, + [1, 1, 1, 1]); // Setup a state to bring the lines forward. var state = g_pack.createObject('State'); state.getStateParam('PolygonOffset2').value = -1.0; |