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Code is still rough around edges (it can be made nicer), though it should already produce one-to-one results with ubershader. Side-effect is that scene is no longer required as WebGLRenderer constructor parameter. Shader programs are now constructed upon first frame render and only then scene lights are examined.
276 lines
7.9 KiB
HTML
276 lines
7.9 KiB
HTML
<!DOCTYPE HTML>
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<html lang="en">
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<head>
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<title>three.js - Large mesh test</title>
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<meta charset="utf-8">
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<style type="text/css">
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body {
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background:#000;
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color:#fff;
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padding:0;
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margin:0;
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overflow:hidden;
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font-family:georgia;
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text-align:center;
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}
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h1 { }
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a { color:skyblue }
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canvas { pointer-events:none; z-index:10; position:relative; }
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#log { position:absolute; top:50px; text-align:left; display:block; z-index:100 }
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#d { text-align:center; margin:1em 0 -18em 0; z-index:0; position:relative; display:block }
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.button { background:orange; color:#fff; padding:0.2em 0.5em; cursor:pointer }
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.inactive { background:#999; color:#eee }
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</style>
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</head>
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<body>
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<div id="d">
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<h1>Large mesh test</h1>
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<span id="rcanvas" class="button inactive">2d canvas renderer</span>
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<span id="rwebgl" class="button">WebGL renderer</span>
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<br/>
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<p>Lucy model from <a href="http://graphics.stanford.edu/data/3Dscanrep/">Stanford 3d scanning repository</a>
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(decimated with <a href="http://meshlab.sourceforge.net/">Meshlab</a>).
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<p>Please be patient while the mesh is loading. It may take a while, it's 2MB file.
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<br/>
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<p>Best viewed in Chrome 8/9 or Firefox 4 using WebGL renderer.
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<p>Canvas renderer is very slow for this demo and only diffuse material works there.
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<p>Use the flag --allow-file-access-from-files if working localy in Chrome.
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</div>
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<pre id="log"></pre>
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<script type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="../src/extras/io/Loader.js"></script>
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<script type="text/javascript" src="../src/extras/primitives/Sphere.js"></script>
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<script type="text/javascript" src="js/Stats.js"></script>
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<script type="text/javascript">
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var SCREEN_WIDTH = window.innerWidth;
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var SCREEN_HEIGHT = window.innerHeight;
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var FLOOR = -250;
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var container;
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var stats;
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var camera;
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var scene;
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var canvasRenderer, webglRenderer;
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var loader;
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var mesh, zmesh, lightMesh;
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var directionalLight, pointLight;
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var mouseX = 0;
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var mouseY = 0;
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var windowHalfX = window.innerWidth >> 1;
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var windowHalfY = window.innerHeight >> 1;
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var render_canvas = 1, render_gl = 1;
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var has_gl = 0;
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var bcanvas = document.getElementById("rcanvas");
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var bwebgl = document.getElementById("rwebgl");
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document.addEventListener('mousemove', onDocumentMouseMove, false);
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init();
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loop();
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render_canvas = !has_gl;
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bwebgl.style.display = has_gl ? "inline" : "none";
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bcanvas.className = render_canvas ? "button" : "button inactive";
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setInterval(loop, 1000/60);
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function addMesh( geometry, scale, x, y, z, rx, ry, rz, material ) {
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mesh = new THREE.Mesh( geometry, material );
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mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
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mesh.position.x = x;
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mesh.position.y = y;
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mesh.position.z = z;
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mesh.rotation.x = rx;
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mesh.rotation.y = ry;
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mesh.rotation.z = rz;
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mesh.overdraw = true;
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mesh.updateMatrix();
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scene.addObject(mesh);
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}
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function init() {
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container = document.createElement('div');
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document.body.appendChild(container);
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camera = new THREE.Camera( 50, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
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camera.position.z = 1500;
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camera.updateMatrix();
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scene = new THREE.Scene();
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// LIGHTS
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var ambient = new THREE.AmbientLight( 0x101010 );
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scene.addLight( ambient );
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directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
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directionalLight.position.x = 1;
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directionalLight.position.y = 1;
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directionalLight.position.z = 2;
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directionalLight.position.normalize();
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scene.addLight( directionalLight );
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pointLight = new THREE.PointLight( 0xffaa00 );
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pointLight.position.x = 0;
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pointLight.position.y = 0;
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pointLight.position.z = 0;
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scene.addLight( pointLight );
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// light representation
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sphere = new Sphere( 100, 16, 8, 1 );
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lightMesh = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
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lightMesh.scale.x = lightMesh.scale.y = lightMesh.scale.z = 0.05;
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lightMesh.position = pointLight.position;
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lightMesh.overdraw = true;
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lightMesh.updateMatrix();
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scene.addObject(lightMesh);
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if ( render_gl ) {
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try {
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webglRenderer = new THREE.WebGLRenderer();
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webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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container.appendChild( webglRenderer.domElement );
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has_gl = 1;
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}
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catch (e) {
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}
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}
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if( render_canvas ) {
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canvasRenderer = new THREE.CanvasRenderer();
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canvasRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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container.appendChild( canvasRenderer.domElement );
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}
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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stats.domElement.style.zIndex = 100;
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container.appendChild( stats.domElement );
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bcanvas.addEventListener("click", toggleCanvas, false);
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bwebgl.addEventListener("click", toggleWebGL, false);
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var s = (new Date).getTime();
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loader = new THREE.Loader( true );
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document.body.appendChild( loader.statusDomElement );
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//loader.loadAscii( 'obj/lucy/Lucy100k_slim.js', function( geometry ) { createScene( geometry, s ) } );
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loader.loadBinary( 'obj/lucy/Lucy100k_bin.js', function( geometry ) { createScene( geometry, s ) }, "obj/lucy" );
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}
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function createScene( geometry, start ) {
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addMesh( geometry, 0.75, 900, 0, 0, 0,0,0, new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0x030303, specular: 0x990000, shininess: 30 } ) );
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addMesh( geometry, 0.75, 300, 0, 0, 0,0,0, new THREE.MeshFaceMaterial( ) );
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addMesh( geometry, 0.75, -300, 0, 0, 0,0,0, new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0x111111, specular: 0xffaa00, shininess: 10 } ) );
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addMesh( geometry, 0.75, -900, 0, 0, 0,0,0, new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0x555555, specular: 0x666666, shininess: 10 } ) );
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loader.statusDomElement.style.display = "none";
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log( "geometry.vertices: " + geometry.vertices.length );
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log( "geometry.faces: " + geometry.faces.length );
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log( "model loaded and created in " + ((new Date).getTime() - start) + " ms" );
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}
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function onDocumentMouseMove(event) {
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mouseX = ( event.clientX - windowHalfX );
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mouseY = ( event.clientY - windowHalfY );
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}
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var r = 0;
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function loop() {
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camera.position.x += ( mouseX - camera.position.x ) * .05;
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camera.position.y += ( - mouseY - camera.position.y ) * .05;
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camera.updateMatrix();
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lightMesh.position.x = 700*Math.cos(r);
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lightMesh.position.z = 700*Math.sin(r);
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lightMesh.updateMatrix();
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r += 0.01;
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if ( render_canvas ) canvasRenderer.render( scene, camera );
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if ( render_gl && has_gl ) webglRenderer.render( scene, camera );
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stats.update();
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}
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function log(text) {
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var e = document.getElementById("log");
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e.innerHTML = text + "<br/>" + e.innerHTML;
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}
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function toggleCanvas() {
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render_canvas = !render_canvas;
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bcanvas.className = render_canvas ? "button" : "button inactive";
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render_gl = !render_canvas;
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bwebgl.className = render_gl ? "button" : "button inactive";
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if( has_gl )
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webglRenderer.domElement.style.display = render_gl ? "block" : "none";
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canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
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}
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function toggleWebGL() {
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render_gl = !render_gl;
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bwebgl.className = render_gl ? "button" : "button inactive";
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render_canvas = !render_gl;
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bcanvas.className = render_canvas ? "button" : "button inactive";
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if( has_gl )
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webglRenderer.domElement.style.display = render_gl ? "block" : "none";
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canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
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}
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</script>
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</body>
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</html>
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