<!-- Copyright 2009, Google Inc. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of Google Inc. nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --> <!-- This sample shows how to display something without having to manually setup a shader. --> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8"> <title> Tutorial: Primitive. </title> <!-- Include sample javascript library functions--> <script type="text/javascript" src="o3djs/base.js"></script> <script type="text/javascript" id="o3dscript"> o3djs.require('o3djs.util'); o3djs.require('o3djs.rendergraph'); o3djs.require('o3djs.primitives'); o3djs.require('o3djs.camera'); o3djs.require('o3djs.material'); // Events // init() once the page has finished loading. window.onload = init; // global variables var g_finished = false; // for selenium testing var g_client; /** * Creates the client area. */ function init() { o3djs.util.makeClients(initStep2); } /** * Initializes O3D, create a primitive and apply a basic material. * @param {Array} clientElements Array of o3d object elements. */ function initStep2(clientElements) { // Initializes global variables and libraries. var o3d = clientElements[0]; g_client = o3d.client; // Creates a pack to manage our resources/assets var pack = g_client.createPack(); // Create a view. var viewInfo = o3djs.rendergraph.createBasicView( pack, g_client.root, g_client.renderGraphRoot); // Create a material. var material = o3djs.material.createBasicMaterial( pack, viewInfo, [1, 0, 0, 1]); // red // Create a cube. var shape = o3djs.primitives.createCube(pack, material, 10); // Make a transform for the cube, attach the cube and parent it. var transform = pack.createObject('Transform'); transform.parent = g_client.root; transform.addShape(shape); // Make our camera show the scene. o3djs.camera.fitContextToScene(g_client.root, g_client.width, g_client.height, viewInfo.drawContext); g_finished = true; // for selenium } </script> </head> <body> <h1>Tutorial: Primitive.</h1> <p>This sample shows how to display something without having to manually setup a shader.</p> <!-- Start of O3D plugin --> <div id="o3d" style="width: 600px; height: 600px;"></div> <!-- End of O3D plugin --> </body> </html>