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<!--
Copyright (c) 2011 The Chromium Authors. All rights reserved.
Use of this source code is governed by a BSD-style license that can be
found in the LICENSE file.
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL drawElements Test</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test.js"> </script>
<script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script>
</head>
<body>
<canvas id="example" width="50" height="50"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
void main()
{
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
}
</script>
<script>
function init()
{
if (window.initNonKhronosFramework) {
window.initNonKhronosFramework(false);
}
description(document.title);
function checkDrawElements(mode, count, type, expect, msg) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawElements(mode, count, type, 0);
glErrorShouldBe(gl, expect, msg);
}
gl = initWebGL("example", "vshader", "fshader", [ "vPosition"], [ 0, 0, 0, 1 ], 1);
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([ 0, 1, 2]), gl.STATIC_DRAW);
checkDrawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT,
gl.NO_ERROR, "can call gl.DrawElements with UNSIGNED_SHORT");
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array([ 0, 1, 2, 0]), gl.STATIC_DRAW);
checkDrawElements(
gl.TRIANGLES, 3, gl.UNSIGNED_BYTE,
gl.NO_ERROR, "can call gl.DrawElements with UNSIGNED_BYTE");
checkDrawElements(
desktopGL['QUAD_STRIP'], 4, gl.UNSIGNED_BYTE,
gl.INVALID_ENUM, "gl.DrawElements with QUAD_STRIP should return INVALID_ENUM");
checkDrawElements(
desktopGL['QUADS'], 4, gl.UNSIGNED_BYTE,
gl.INVALID_ENUM, "gl.DrawElements with QUADS should return INVALID_ENUM");
checkDrawElements(
desktopGL['POLYGON'], 4, gl.UNSIGNED_BYTE,
gl.INVALID_ENUM, "gl.DrawElements with POLYGON should return INVALID_ENUM");
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array([ 0, 1, 2]), gl.STATIC_DRAW);
checkDrawElements(
gl.TRIANGLES, 3, gl.UNSIGNED_INT,
gl.INVALID_ENUM, "gl.DrawElements should return INVALID_ENUM with UNSIGNED_INT");
}
init();
successfullyParsed = true;
</script>
<script>finishTest();</script>
</body>
</html>
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