| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL OES_vertex_array_object Conformance Tests</title> |
| <script src="resources/desktop-gl-constants.js" type="text/javascript"></script> |
| <script src="../../../resources/js-test.js"></script> |
| <script src="resources/webgl-test.js"></script> |
| <script src="resources/webgl-test-utils.js"></script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <canvas id="canvas" style="width: 50px; height: 50px;"> </canvas> |
| <div id="console"></div> |
| <script id="vshader", type="x-shader/x-vertex"> |
| attribute vec4 a_position; |
| attribute vec4 a_color; |
| varying vec4 v_color; |
| void main(void) { |
| gl_Position = a_position; |
| v_color = a_color; |
| } |
| </script> |
| <script id="fshader", type="x-shader/x-fragment"> |
| precision mediump float; |
| varying vec4 v_color; |
| void main(void) { |
| gl_FragColor = v_color; |
| } |
| </script> |
| <script> |
| description("This test verifies the functionality of the OES_vertex_array_object extension, if it is available."); |
| |
| debug(""); |
| |
| if (window.internals) |
| window.internals.settings.setWebGLErrorsToConsoleEnabled(false); |
| |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("canvas"); |
| var gl = create3DContext(canvas); |
| var ext = null; |
| var vao = null; |
| |
| if (!gl) { |
| testFailed("WebGL context does not exist"); |
| } else { |
| testPassed("WebGL context exists"); |
| |
| // Setup emulated OESVertexArrayObject if it has been included. |
| if (window.setupVertexArrayObject) { |
| debug("using emuated OES_vertex_array_object"); |
| setupVertexArrayObject(gl); |
| } |
| |
| // Run tests with extension disabled |
| runBindingTestDisabled(); |
| |
| // Query the extension and store globally so shouldBe can access it |
| ext = gl.getExtension("OES_vertex_array_object"); |
| if (!ext) { |
| testPassed("No OES_vertex_array_object support -- this is legal"); |
| |
| runSupportedTest(false); |
| } else { |
| testPassed("Successfully enabled OES_vertex_array_object extension"); |
| |
| runSupportedTest(true); |
| runBindingTestEnabled(); |
| runObjectTest(); |
| runAttributeTests(); |
| runAttributeValueTests(); |
| runDrawTests(); |
| runDeleteTests(); |
| runArrayBufferBindTests(); |
| glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); |
| } |
| } |
| |
| function runSupportedTest(extensionEnabled) { |
| var supported = gl.getSupportedExtensions(); |
| if (supported.indexOf("OES_vertex_array_object") >= 0) { |
| if (extensionEnabled) { |
| testPassed("OES_vertex_array_object listed as supported and getExtension succeeded"); |
| } else { |
| testFailed("OES_vertex_array_object listed as supported but getExtension failed"); |
| } |
| } else { |
| if (extensionEnabled) { |
| testFailed("OES_vertex_array_object not listed as supported but getExtension succeeded"); |
| } else { |
| testPassed("OES_vertex_array_object not listed as supported and getExtension failed -- this is legal"); |
| } |
| } |
| } |
| |
| function runBindingTestDisabled() { |
| debug("Testing binding enum with extension disabled"); |
| |
| // Use the constant directly as we don't have the extension |
| var VERTEX_ARRAY_BINDING_OES = 0x85B5; |
| |
| gl.getParameter(VERTEX_ARRAY_BINDING_OES); |
| glErrorShouldBe(gl, gl.INVALID_ENUM, "VERTEX_ARRAY_BINDING_OES should not be queryable if extension is disabled"); |
| } |
| |
| function runBindingTestEnabled() { |
| debug("Testing binding enum with extension enabled"); |
| |
| shouldBe("ext.VERTEX_ARRAY_BINDING_OES", "0x85B5"); |
| |
| gl.getParameter(ext.VERTEX_ARRAY_BINDING_OES); |
| glErrorShouldBe(gl, gl.NO_ERROR, "VERTEX_ARRAY_BINDING_OES query should succeed if extension is enable"); |
| |
| // Default value is null |
| if (gl.getParameter(ext.VERTEX_ARRAY_BINDING_OES) === null) { |
| testPassed("Default value of VERTEX_ARRAY_BINDING_OES is null"); |
| } else { |
| testFailed("Default value of VERTEX_ARRAY_BINDING_OES is not null"); |
| } |
| |
| debug("Testing binding a VAO"); |
| var vao0 = ext.createVertexArrayOES(); |
| var vao1 = ext.createVertexArrayOES(); |
| shouldBeNull("gl.getParameter(ext.VERTEX_ARRAY_BINDING_OES)"); |
| ext.bindVertexArrayOES(vao0); |
| if (gl.getParameter(ext.VERTEX_ARRAY_BINDING_OES) == vao0) { |
| testPassed("gl.getParameter(ext.VERTEX_ARRAY_BINDING_OES) is expected VAO"); |
| } else { |
| testFailed("gl.getParameter(ext.VERTEX_ARRAY_BINDING_OES) is not expected VAO") |
| } |
| ext.bindVertexArrayOES(vao1); |
| if (gl.getParameter(ext.VERTEX_ARRAY_BINDING_OES) == vao1) { |
| testPassed("gl.getParameter(ext.VERTEX_ARRAY_BINDING_OES) is expected VAO"); |
| } else { |
| testFailed("gl.getParameter(ext.VERTEX_ARRAY_BINDING_OES) is not expected VAO") |
| } |
| ext.deleteVertexArrayOES(vao1); |
| shouldBeNull("gl.getParameter(ext.VERTEX_ARRAY_BINDING_OES)"); |
| ext.bindVertexArrayOES(vao1); |
| glErrorShouldBe(gl, gl.INVALID_OPERATION, "binding a deleted vertex array object"); |
| ext.bindVertexArrayOES(null); |
| shouldBeNull("gl.getParameter(ext.VERTEX_ARRAY_BINDING_OES)"); |
| ext.deleteVertexArrayOES(vao1); |
| } |
| |
| function runObjectTest() { |
| debug("Testing object creation"); |
| |
| vao = ext.createVertexArrayOES(); |
| glErrorShouldBe(gl, gl.NO_ERROR, "createVertexArrayOES should not set an error"); |
| shouldBeNonNull("vao"); |
| |
| // Expect false if never bound |
| shouldBeFalse("ext.isVertexArrayOES(vao)"); |
| ext.bindVertexArrayOES(vao); |
| shouldBeTrue("ext.isVertexArrayOES(vao)"); |
| ext.bindVertexArrayOES(null); |
| shouldBeTrue("ext.isVertexArrayOES(vao)"); |
| |
| shouldBeFalse("ext.isVertexArrayOES()"); |
| shouldBeFalse("ext.isVertexArrayOES(null)"); |
| |
| ext.deleteVertexArrayOES(vao); |
| vao = null; |
| } |
| |
| function runAttributeTests() { |
| debug("Testing attributes work across bindings"); |
| |
| var states = []; |
| |
| var attrCount = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); |
| for (var n = 0; n < attrCount; n++) { |
| gl.bindBuffer(gl.ARRAY_BUFFER, null); |
| gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); |
| |
| var state = {}; |
| states.push(state); |
| |
| var vao = state.vao = ext.createVertexArrayOES(); |
| ext.bindVertexArrayOES(vao); |
| |
| if (n % 2 == 0) { |
| gl.enableVertexAttribArray(n); |
| } else { |
| gl.disableVertexAttribArray(n); |
| } |
| |
| if (n % 2 == 0) { |
| var buffer = state.buffer = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, buffer); |
| gl.bufferData(gl.ARRAY_BUFFER, 1024, gl.STATIC_DRAW); |
| |
| gl.vertexAttribPointer(n, 1 + n % 4, gl.FLOAT, true, n * 4, n * 4); |
| } |
| |
| if (n % 2 == 0) { |
| var elbuffer = state.elbuffer = gl.createBuffer(); |
| gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elbuffer); |
| gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, 1024, gl.STATIC_DRAW); |
| } |
| |
| ext.bindVertexArrayOES(null); |
| } |
| |
| var anyMismatch = false; |
| for (var n = 0; n < attrCount; n++) { |
| var state = states[n]; |
| |
| ext.bindVertexArrayOES(state.vao); |
| |
| var isEnabled = gl.getVertexAttrib(n, gl.VERTEX_ATTRIB_ARRAY_ENABLED); |
| if ((n % 2 == 1) || isEnabled) { |
| // Valid |
| } else { |
| testFailed("VERTEX_ATTRIB_ARRAY_ENABLED not preserved"); |
| anyMismatch = true; |
| } |
| |
| var buffer = gl.getVertexAttrib(n, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING); |
| if (n % 2 == 0) { |
| if (buffer == state.buffer) { |
| // Matched |
| if ((gl.getVertexAttrib(n, gl.VERTEX_ATTRIB_ARRAY_SIZE) == 1 + n % 4) && |
| (gl.getVertexAttrib(n, gl.VERTEX_ATTRIB_ARRAY_TYPE) == gl.FLOAT) && |
| (gl.getVertexAttrib(n, gl.VERTEX_ATTRIB_ARRAY_NORMALIZED) == true) && |
| (gl.getVertexAttrib(n, gl.VERTEX_ATTRIB_ARRAY_STRIDE) == n * 4) && |
| (gl.getVertexAttribOffset(n, gl.VERTEX_ATTRIB_ARRAY_POINTER) == n * 4)) { |
| // Matched |
| } else { |
| testFailed("VERTEX_ATTRIB_ARRAY_* not preserved"); |
| anyMismatch = true; |
| } |
| } else { |
| testFailed("VERTEX_ATTRIB_ARRAY_BUFFER_BINDING not preserved"); |
| anyMismatch = true; |
| } |
| } else { |
| // GL_CURRENT_VERTEX_ATTRIB is not preserved |
| if (buffer) { |
| testFailed("VERTEX_ATTRIB_ARRAY_BUFFER_BINDING not preserved"); |
| anyMismatch = true; |
| } |
| } |
| |
| var elbuffer = gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING); |
| if (n % 2 == 0) { |
| if (elbuffer == state.elbuffer) { |
| // Matched |
| } else { |
| testFailed("ELEMENT_ARRAY_BUFFER_BINDING not preserved"); |
| anyMismatch = true; |
| } |
| } else { |
| if (elbuffer == null) { |
| // Matched |
| } else { |
| testFailed("ELEMENT_ARRAY_BUFFER_BINDING not preserved"); |
| anyMismatch = true; |
| } |
| } |
| } |
| ext.bindVertexArrayOES(null); |
| if (!anyMismatch) { |
| testPassed("All attributes preserved across bindings"); |
| } |
| |
| for (var n = 0; n < attrCount; n++) { |
| var state = states[n]; |
| ext.deleteVertexArrayOES(state.vao); |
| } |
| } |
| |
| function runAttributeValueTests() { |
| debug("Testing that attribute values are not attached to bindings"); |
| |
| var v; |
| var vao0 = ext.createVertexArrayOES(); |
| var anyFailed = false; |
| |
| ext.bindVertexArrayOES(null); |
| gl.vertexAttrib4f(0, 0, 1, 2, 3); |
| |
| v = gl.getVertexAttrib(0, gl.CURRENT_VERTEX_ATTRIB); |
| if (!(v[0] == 0 && v[1] == 1 && v[2] == 2 && v[3] == 3)) { |
| testFailed("Vertex attrib value not round-tripped?"); |
| anyFailed = true; |
| } |
| |
| ext.bindVertexArrayOES(vao0); |
| |
| v = gl.getVertexAttrib(0, gl.CURRENT_VERTEX_ATTRIB); |
| if (!(v[0] == 0 && v[1] == 1 && v[2] == 2 && v[3] == 3)) { |
| testFailed("Vertex attrib value reset across bindings"); |
| anyFailed = true; |
| } |
| |
| gl.vertexAttrib4f(0, 4, 5, 6, 7); |
| ext.bindVertexArrayOES(null); |
| |
| v = gl.getVertexAttrib(0, gl.CURRENT_VERTEX_ATTRIB); |
| if (!(v[0] == 4 && v[1] == 5 && v[2] == 6 && v[3] == 7)) { |
| testFailed("Vertex attrib value bound to buffer"); |
| anyFailed = true; |
| } |
| |
| if (!anyFailed) { |
| testPassed("Vertex attribute values are not attached to bindings") |
| } |
| |
| ext.bindVertexArrayOES(null); |
| ext.deleteVertexArrayOES(vao0); |
| } |
| |
| function runDrawTests() { |
| debug("Testing draws with various VAO bindings"); |
| |
| canvas.width = 50; canvas.height = 50; |
| gl.viewport(0, 0, canvas.width, canvas.height); |
| |
| var vao0 = ext.createVertexArrayOES(); |
| var vao1 = ext.createVertexArrayOES(); |
| |
| var program = wtu.setupSimpleTextureProgram(gl, 0, 1); |
| |
| function setupQuad(s) { |
| var opt_positionLocation = 0; |
| var opt_texcoordLocation = 1; |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| 1.0 * s, 1.0 * s, 0.0, |
| -1.0 * s, 1.0 * s, 0.0, |
| -1.0 * s, -1.0 * s, 0.0, |
| 1.0 * s, 1.0 * s, 0.0, |
| -1.0 * s, -1.0 * s, 0.0, |
| 1.0 * s, -1.0 * s, 0.0]), gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(opt_positionLocation); |
| gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0); |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| 1.0 * s, 1.0 * s, |
| 0.0 * s, 1.0 * s, |
| 0.0 * s, 0.0 * s, |
| 1.0 * s, 1.0 * s, |
| 0.0 * s, 0.0 * s, |
| 1.0 * s, 0.0 * s]), gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(opt_texcoordLocation); |
| gl.vertexAttribPointer(opt_texcoordLocation, 2, gl.FLOAT, false, 0, 0); |
| }; |
| |
| function readLocation(x, y) { |
| var pixels = new Uint8Array(1 * 1 * 4); |
| gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels); |
| return pixels; |
| }; |
| function testPixel(blockList, allowList) { |
| function testList(list, expected) { |
| for (var n = 0; n < list.length; n++) { |
| var l = list[n]; |
| var x = -Math.floor(l * canvas.width / 2) + canvas.width / 2; |
| var y = -Math.floor(l * canvas.height / 2) + canvas.height / 2; |
| var source = readLocation(x, y); |
| if (Math.abs(source[0] - expected) > 2) { |
| return false; |
| } |
| } |
| return true; |
| } |
| return testList(blockList, 0) && testList(allowList, 255); |
| }; |
| function verifyDraw(drawNumber, s) { |
| wtu.drawQuad(gl); |
| var blockList = []; |
| var allowList = []; |
| var points = [0.0, 0.2, 0.4, 0.6, 0.8, 1.0]; |
| for (var n = 0; n < points.length; n++) { |
| if (points[n] <= s) { |
| blockList.push(points[n]); |
| } else { |
| allowList.push(points[n]); |
| } |
| } |
| if (testPixel(blockList, allowList)) { |
| testPassed("Draw " + drawNumber + " passed pixel test"); |
| } else { |
| testFailed("Draw " + drawNumber + " failed pixel test"); |
| } |
| }; |
| |
| // Setup all bindings |
| setupQuad(1); |
| ext.bindVertexArrayOES(vao0); |
| setupQuad(0.5); |
| ext.bindVertexArrayOES(vao1); |
| setupQuad(0.25); |
| |
| // Verify drawing |
| ext.bindVertexArrayOES(null); |
| verifyDraw(0, 1); |
| ext.bindVertexArrayOES(vao0); |
| verifyDraw(1, 0.5); |
| ext.bindVertexArrayOES(vao1); |
| verifyDraw(2, 0.25); |
| |
| ext.bindVertexArrayOES(null); |
| ext.deleteVertexArrayOES(vao0); |
| ext.deleteVertexArrayOES(vao1); |
| } |
| |
| function runDeleteTests() { |
| debug("Testing using deleted buffers referenced by VAOs"); |
| |
| var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["a_position", "a_color"]); |
| gl.useProgram(program); |
| |
| var positionBuffer = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); |
| gl.bufferData( |
| gl.ARRAY_BUFFER, |
| new Float32Array([ |
| 1.0, 1.0, |
| -1.0, 1.0, |
| -1.0, -1.0, |
| 1.0, -1.0]), |
| gl.STATIC_DRAW); |
| |
| var colors = [ |
| [255, 0, 0, 255], |
| [ 0, 255, 0, 255], |
| [ 0, 0, 255, 255], |
| [ 0, 255, 255, 255] |
| ]; |
| var colorBuffers = []; |
| var elementBuffers = []; |
| var vaos = []; |
| for (var ii = 0; ii < colors.length; ++ii) { |
| var vao = ext.createVertexArrayOES(); |
| vaos.push(vao); |
| ext.bindVertexArrayOES(vao); |
| // Set the position buffer |
| gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); |
| gl.enableVertexAttribArray(0); |
| gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); |
| |
| var elementBuffer = gl.createBuffer(); |
| elementBuffers.push(elementBuffer); |
| gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer); |
| gl.bufferData( |
| gl.ELEMENT_ARRAY_BUFFER, |
| new Uint8Array([0, 1, 2, 0, 2, 3]), |
| gl.STATIC_DRAW); |
| |
| // Setup the color attrib |
| var color = colors[ii]; |
| if (ii < 3) { |
| var colorBuffer = gl.createBuffer(); |
| colorBuffers.push(colorBuffer); |
| gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); |
| gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array( |
| [ color[0], color[1], color[2], color[3], |
| color[0], color[1], color[2], color[3], |
| color[0], color[1], color[2], color[3], |
| color[0], color[1], color[2], color[3] |
| ]), gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(1); |
| gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 0, 0); |
| } else { |
| gl.vertexAttrib4f(1, color[0] / 255, color[1] / 255, color[2] / 255, color[3] / 255); |
| } |
| } |
| |
| // delete the color buffers AND the position buffer. |
| ext.bindVertexArrayOES(null); |
| for (var ii = 0; ii < colorBuffers.length; ++ii) { |
| gl.deleteBuffer(colorBuffers[ii]); |
| gl.deleteBuffer(elementBuffers[ii]); |
| } |
| gl.deleteBuffer(positionBuffer); |
| |
| // Render with the deleted buffers. As they are referenced by VAOs they |
| // must still be around. |
| for (var ii = 0; ii < colors.length; ++ii) { |
| var color = colors[ii]; |
| ext.bindVertexArrayOES(vaos[ii]); |
| gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0); |
| wtu.checkCanvas(gl, color, "should be " + color); |
| } |
| |
| // Clean up. |
| for (var ii = 0; ii < colorBuffers.length; ++ii) { |
| ext.deleteVertexArrayOES(vaos[ii]); |
| } |
| |
| for (var ii = 0; ii < colorBuffers.length; ++ii) { |
| // The buffers should no longer be valid now that the VAOs are deleted |
| if(gl.isBuffer(colorBuffers[ii])) { |
| testFailed("buffer not properly cleaned up after VAO deletion"); |
| } |
| } |
| } |
| |
| function runArrayBufferBindTests() { |
| debug("Testing that VAOs don't effect ARRAY_BUFFER binding."); |
| |
| ext.bindVertexArrayOES(null); |
| |
| var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["a_color", "a_position"]); |
| gl.useProgram(program); |
| |
| // create shared element buuffer |
| var elementBuffer = gl.createBuffer(); |
| // bind to default |
| gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer); |
| gl.bufferData( |
| gl.ELEMENT_ARRAY_BUFFER, |
| new Uint8Array([0, 1, 2, 0, 2, 3]), |
| gl.STATIC_DRAW); |
| |
| // first create the buffers for no vao draw. |
| var nonVAOColorBuffer = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, nonVAOColorBuffer); |
| gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array( |
| [ 0, 255, 0, 255, |
| 0, 255, 0, 255, |
| 0, 255, 0, 255, |
| 0, 255, 0, 255, |
| ]), gl.STATIC_DRAW); |
| |
| // shared position buffer. |
| var positionBuffer = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); |
| gl.bufferData( |
| gl.ARRAY_BUFFER, |
| new Float32Array([ |
| 1.0, 1.0, |
| -1.0, 1.0, |
| -1.0, -1.0, |
| 1.0, -1.0]), |
| gl.STATIC_DRAW); |
| |
| // attach position buffer to default |
| gl.enableVertexAttribArray(1); |
| gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
| |
| // now create vao |
| var vao = ext.createVertexArrayOES(); |
| ext.bindVertexArrayOES(vao); |
| |
| // attach the position buffer vao |
| gl.enableVertexAttribArray(1); |
| gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
| |
| var vaoColorBuffer = gl.createBuffer(); |
| gl.enableVertexAttribArray(0); |
| gl.vertexAttribPointer(0, 4, gl.UNSIGNED_BYTE, true, 0, 0); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vaoColorBuffer); |
| gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array( |
| [ 255, 0, 0, 255, |
| 255, 0, 0, 255, |
| 255, 0, 0, 255, |
| 255, 0, 0, 255, |
| ]), gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(0); |
| gl.vertexAttribPointer(0, 4, gl.UNSIGNED_BYTE, true, 0, 0); |
| |
| // now set the buffer back to the nonVAOColorBuffer |
| gl.bindBuffer(gl.ARRAY_BUFFER, nonVAOColorBuffer); |
| |
| // bind to vao |
| gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer); |
| gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0); |
| wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red"); |
| |
| // unbind vao |
| ext.bindVertexArrayOES(null); |
| |
| // At this point the nonVAOColorBuffer should be still be bound. |
| // If the WebGL impl is emulating VAOs it must make sure |
| // it correctly restores this binding. |
| gl.enableVertexAttribArray(0); |
| gl.vertexAttribPointer(0, 4, gl.UNSIGNED_BYTE, true, 0, 0); |
| gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0); |
| wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green"); |
| } |
| |
| debug(""); |
| </script> |
| </body> |
| </html> |