diff options
Diffstat (limited to 'js/helper-classes/RDGE/GLWorld.js')
-rwxr-xr-x | js/helper-classes/RDGE/GLWorld.js | 29 |
1 files changed, 12 insertions, 17 deletions
diff --git a/js/helper-classes/RDGE/GLWorld.js b/js/helper-classes/RDGE/GLWorld.js index 1edd5cff..8017207f 100755 --- a/js/helper-classes/RDGE/GLWorld.js +++ b/js/helper-classes/RDGE/GLWorld.js | |||
@@ -136,13 +136,6 @@ function GLWorld( canvas, use3D ) | |||
136 | var camMat = Matrix.I(4); | 136 | var camMat = Matrix.I(4); |
137 | camMat[14] = this.getViewDistance(); | 137 | camMat[14] = this.getViewDistance(); |
138 | this.setCameraMat( camMat ); | 138 | this.setCameraMat( camMat ); |
139 | |||
140 | ////////////////////////////////////////// | ||
141 | // test call to SVG importer | ||
142 | // console.log( "***** SVG TEST *****" ); | ||
143 | // var svgImporter = new SVGParse( this ); | ||
144 | // svgImporter.importSVG(); | ||
145 | ////////////////////////////////////////// | ||
146 | 139 | ||
147 | // post-load processing of the scene | 140 | // post-load processing of the scene |
148 | this.init = function() | 141 | this.init = function() |
@@ -164,7 +157,7 @@ function GLWorld( canvas, use3D ) | |||
164 | 157 | ||
165 | // change clear color | 158 | // change clear color |
166 | //this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT); | 159 | //this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT); |
167 | this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); | 160 | this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); |
168 | //this.renderer.NinjaWorld = this; | 161 | //this.renderer.NinjaWorld = this; |
169 | 162 | ||
170 | // create an empty scene graph | 163 | // create an empty scene graph |
@@ -198,7 +191,9 @@ function GLWorld( canvas, use3D ) | |||
198 | this.myScene.addNode(lightTr); | 191 | this.myScene.addNode(lightTr); |
199 | 192 | ||
200 | // Add the scene to the engine - necessary if you want the engine to draw for you | 193 | // Add the scene to the engine - necessary if you want the engine to draw for you |
201 | g_Engine.AddScene("myScene" + this._canvas.id, this.myScene); | 194 | //g_Engine.AddScene("myScene" + this._canvas.id, this.myScene); |
195 | var name = this._canvas.getAttribute( "data-RDGE-id" ); | ||
196 | g_Engine.AddScene("myScene" + name, this.myScene); | ||
202 | } | 197 | } |
203 | 198 | ||
204 | // main code for handling user interaction and updating the scene | 199 | // main code for handling user interaction and updating the scene |
@@ -227,11 +222,11 @@ function GLWorld( canvas, use3D ) | |||
227 | } | 222 | } |
228 | 223 | ||
229 | // defining the draw function to control how the scene is rendered | 224 | // defining the draw function to control how the scene is rendered |
230 | this.draw = function() | 225 | this.draw = function() |
231 | { | 226 | { |
232 | if (this._useWebGL) | 227 | if (this._useWebGL) |
233 | { | 228 | { |
234 | g_Engine.setContext( this._canvas.uuid ); | 229 | g_Engine.setContext( this._canvas.rdgeid ); |
235 | var ctx = g_Engine.getContext(); | 230 | var ctx = g_Engine.getContext(); |
236 | var renderer = ctx.renderer; | 231 | var renderer = ctx.renderer; |
237 | if (renderer.unloadedTextureCount <= 0) | 232 | if (renderer.unloadedTextureCount <= 0) |
@@ -391,12 +386,10 @@ function GLWorld( canvas, use3D ) | |||
391 | if (this._useWebGL) | 386 | if (this._useWebGL) |
392 | { | 387 | { |
393 | rdgeStarted = true; | 388 | rdgeStarted = true; |
394 | this._canvas.rdgeid = this._canvas.uuid; | 389 | var id = this._canvas.getAttribute( "data-RDGE-id" ); |
390 | this._canvas.rdgeid = id; | ||
395 | g_Engine.registerCanvas(this._canvas, this); | 391 | g_Engine.registerCanvas(this._canvas, this); |
396 | RDGEStart( this._canvas ); | 392 | RDGEStart( this._canvas ); |
397 | |||
398 | //this._canvas.fpsTracker = new fpsTracker( '0' ); | ||
399 | //this._canvas.task = new RDGETask(this._canvas, false); | ||
400 | this._canvas.task.stop() | 393 | this._canvas.task.stop() |
401 | } | 394 | } |
402 | } | 395 | } |
@@ -765,7 +758,7 @@ GLWorld.prototype.render = function() | |||
765 | else | 758 | else |
766 | { | 759 | { |
767 | // console.log( "GLWorld.render, " + this._worldCount ); | 760 | // console.log( "GLWorld.render, " + this._worldCount ); |
768 | g_Engine.setContext( this._canvas.uuid ); | 761 | g_Engine.setContext( this._canvas.rdgeId ); |
769 | //this.draw(); | 762 | //this.draw(); |
770 | this.restartRenderLoop(); | 763 | this.restartRenderLoop(); |
771 | } | 764 | } |
@@ -821,7 +814,9 @@ GLWorld.prototype.getShapeFromPoint = function( offsetX, offsetY ) | |||
821 | GLWorld.prototype.export = function() | 814 | GLWorld.prototype.export = function() |
822 | { | 815 | { |
823 | var exportStr = "GLWorld 1.0\n"; | 816 | var exportStr = "GLWorld 1.0\n"; |
824 | exportStr += "id: " + this._canvas.rdgeid + "\n"; | 817 | var id = this.getCanvas().getAttribute( "data-RDGE-id" ); |
818 | exportStr += "id: " + id + "\n"; | ||
819 | //exportStr += "id: " + this._canvas.rdgeid + "\n"; | ||
825 | exportStr += "fov: " + this._fov + "\n"; | 820 | exportStr += "fov: " + this._fov + "\n"; |
826 | exportStr += "zNear: " + this._zNear + "\n"; | 821 | exportStr += "zNear: " + this._zNear + "\n"; |
827 | exportStr += "zFar: " + this._zFar + "\n"; | 822 | exportStr += "zFar: " + this._zFar + "\n"; |