[SCM] WebKit Debian packaging branch, webkit-1.2, updated. upstream/1.1.90-6072-g9a69373

cmarrin at apple.com cmarrin at apple.com
Thu Apr 8 00:37:40 UTC 2010


The following commit has been merged in the webkit-1.2 branch:
commit 4b0176c56b4ec674a74b17a6cdeb2b63ee493cce
Author: cmarrin at apple.com <cmarrin at apple.com@268f45cc-cd09-0410-ab3c-d52691b4dbfc>
Date:   Tue Dec 15 22:12:46 2009 +0000

    Getting rid of out of date WebGL tests
    
    git-svn-id: http://svn.webkit.org/repository/webkit/trunk@52173 268f45cc-cd09-0410-ab3c-d52691b4dbfc

diff --git a/WebCore/manual-tests/webgl/Earth.html b/WebCore/manual-tests/webgl/Earth.html
deleted file mode 100644
index 1c39e9c..0000000
--- a/WebCore/manual-tests/webgl/Earth.html
+++ /dev/null
@@ -1,171 +0,0 @@
-<!DOCTYPE html>
-<html>
-  <head>
-    <title>Earth and Mars</title>
-    <script src="resources/CanvasMatrix.js"> </script>
-    <script src="resources/utils3d.js"> </script>
-    
-    <script id="vshader" type="x-shader/x-vertex">
-        uniform mat4 u_modelViewMatrix;
-        uniform mat4 u_modelViewProjMatrix;
-        uniform mat4 u_normalMatrix;
-        uniform vec3 lightDir;
-
-        attribute vec3 vNormal;
-        attribute vec4 vTexCoord;
-        attribute vec4 vPosition;
-        
-        varying float v_Dot;
-        varying vec2 v_texCoord;
-        
-        void main()
-        {
-            gl_Position = u_modelViewProjMatrix * vPosition;
-            v_texCoord = vTexCoord.st;
-            vec4 transNormal = u_normalMatrix * vec4(vNormal,1);
-            v_Dot = max(dot(transNormal.xyz, lightDir), 0.0);
-        }
-    </script>
-
-    <script id="fshader" type="x-shader/x-fragment">
-        uniform sampler2D sampler2d;
-
-        varying float v_Dot;
-        varying vec2 v_texCoord;
-        
-        void main()
-        {
-            vec4 color = texture2D(sampler2d,v_texCoord);
-            color += vec4(0.1,0.1,0.1,1);
-            gl_FragColor = vec4(color.xyz * v_Dot, color.a);
-        }
-    </script>
-
-    <script>
-        function init()
-        {
-            var gl = initWebGL("example", "vshader", "fshader", 
-                                [ "vNormal", "vTexCoord", "vPosition"],
-                                [ 0, 0, 0, 1 ], 10000);
-
-            gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1);
-            gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0);
-
-            gl.enable(gl.TEXTURE_2D);
-
-            gl.sphere = makeSphere(gl, 1, 30, 30);
-            
-            // get the images
-            earthTexture = loadImageTexture(gl, "resources/earthmap1k.jpg");
-            marsTexture = loadImageTexture(gl, "resources/mars500x250.png");
-
-            return gl;
-        }
-        
-        width = -1;
-        height = -1;
-        
-        function reshape(ctx)
-        {
-            var canvas = document.getElementById('example');
-            if (canvas.clientWidth == width && canvas.clientHeight == height)
-                return;
-
-            width = canvas.clientWidth;
-            height = canvas.clientHeight;
-            
-            ctx.viewport(0, 0, width, height);
-
-            ctx.perspectiveMatrix = new CanvasMatrix4();
-            ctx.perspectiveMatrix.lookat(0,0,6, 0, 0, 0, 0, 1, 0);
-            ctx.perspectiveMatrix.perspective(30, width/height, 1, 10000);
-        }
-        
-        function drawOne(ctx, angle, x, y, z, scale, texture)
-        {
-            // setup VBOs
-            ctx.enableVertexAttribArray(0);
-            ctx.enableVertexAttribArray(1);
-            ctx.enableVertexAttribArray(2);
-
-            ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.vertexObject);
-            ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0);
-            
-            ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.normalObject);
-            ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0);
-            
-            ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.texCoordObject);
-            ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0);
-
-            ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, ctx.sphere.indexObject);
-
-            // generate the model-view matrix
-            var mvMatrix = new CanvasMatrix4();
-            mvMatrix.scale(scale, scale, scale);
-            mvMatrix.rotate(angle, 0,1,0);
-            mvMatrix.rotate(30, 1,0,0);
-            mvMatrix.translate(x,y,z);
-            ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_modelViewMatrix"), false, mvMatrix.getAsWebGLFloatArray());
-
-            // construct the normal matrix from the model-view matrix
-            var normalMatrix = new CanvasMatrix4(mvMatrix);
-            normalMatrix.invert();
-            normalMatrix.transpose();
-            ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false, normalMatrix.getAsWebGLFloatArray());
-            
-            // construct the model-view * projection matrix
-            var mvpMatrix = new CanvasMatrix4(mvMatrix);
-            mvpMatrix.multRight(ctx.perspectiveMatrix);
-            ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false, mvpMatrix.getAsWebGLFloatArray());
-
-            ctx.bindTexture(ctx.TEXTURE_2D, texture);
-            ctx.drawElements(ctx.TRIANGLES, ctx.sphere.numIndices, ctx.UNSIGNED_SHORT, 0);
-        }
-        
-        function drawPicture(ctx)
-        {
-            reshape(ctx);
-            ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT);
-            
-            drawOne(ctx, currentAngle, -1, 0, 0, 1, earthTexture);
-            drawOne(ctx, -currentAngle, 1, 0, 0, 0.6, marsTexture);
-            ctx.flush();
-            
-            framerate.snapshot();
-            
-            currentAngle += incAngle;
-            if (currentAngle > 360)
-                currentAngle -= 360;
-        }
-        
-        function start()
-        {
-            var c = document.getElementById("example");
-            var w = Math.floor(window.innerWidth * 0.9);
-            var h = Math.floor(window.innerHeight * 0.9);
-
-            c.width = w;
-            c.height = h;
-
-            var ctx = init();
-            currentAngle = 0;
-            incAngle = 0.2;
-            var f = function() { drawPicture(ctx) };
-            setInterval(f, 10);
-            framerate = new Framerate("framerate");
-        }
-    </script>
-    <style type="text/css">
-        canvas {
-            border: 2px solid black;
-        }
-    </style>
-  </head>
-  <body onload="start()">
-    <canvas id="example">
-    There is supposed to be an example drawing here, but it's not important.
-    </canvas>
-    <div id="framerate"></div>
-    <div id="console"></div>
-  </body>
-</html>
diff --git a/WebCore/manual-tests/webgl/ManyPlanetsDeep.html b/WebCore/manual-tests/webgl/ManyPlanetsDeep.html
deleted file mode 100644
index 1c72146..0000000
--- a/WebCore/manual-tests/webgl/ManyPlanetsDeep.html
+++ /dev/null
@@ -1,207 +0,0 @@
-<!DOCTYPE html>
-<html>
-  <head>
-    <title>Many Planets Deep</title>
-    <script src="resources/CanvasMatrix.js"> </script>
-    <script src="resources/utils3d.js"> </script>
-    
-    <script id="vshader" type="x-shader/x-vertex">
-        uniform mat4 u_modelViewMatrix;
-        uniform mat4 u_modelViewProjMatrix;
-        uniform mat4 u_normalMatrix;
-        uniform vec3 lightDir;
-
-        attribute vec3 vNormal;
-        attribute vec4 vTexCoord;
-        attribute vec4 vPosition;
-        
-        varying float v_Dot;
-        varying vec2 v_texCoord;
-        
-        void main()
-        {
-            gl_Position = u_modelViewProjMatrix * vPosition;
-            v_texCoord = vTexCoord.st;
-            vec4 transNormal = u_normalMatrix * vec4(vNormal,1);
-            v_Dot = max(dot(transNormal.xyz, lightDir), 0.0);
-        }
-    </script>
-
-    <script id="fshader" type="x-shader/x-fragment">
-        uniform sampler2D sampler2d;
-
-        varying float v_Dot;
-        varying vec2 v_texCoord;
-        
-        void main()
-        {
-            vec4 color = texture2D(sampler2d,v_texCoord);
-            color += vec4(0.1,0.1,0.1,1);
-            gl_FragColor = vec4(color.xyz * v_Dot, color.a);
-        }
-    </script>
-
-    <script>
-        const numRowCols = 4;
-        const numLayers = 3;
-        const layoutWidth = 10;
-        const layoutHeight = 8;
-        const globeSize = 25;
-        const minIncAngle = 0.2;
-        const maxIncAngle = 2;
-    
-        function init()
-        {
-            var gl = initWebGL("example", "vshader", "fshader", 
-                                [ "vNormal", "vTexCoord", "vPosition"],
-                                [ 0, 0, 0, 1 ], 10000);
-
-            gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1);
-            gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0);
-
-            gl.enable(gl.TEXTURE_2D);
-
-            gl.sphere = makeSphere(gl, 1, 30, 30);
-            
-            // get the images
-            earthTexture = loadImageTexture(gl, "resources/earthmap1k.jpg");
-            marsTexture = loadImageTexture(gl, "resources/mars500x250.png");
-
-            return gl;
-        }
-        
-        width = -1;
-        height = -1;
-        
-        function reshape(ctx)
-        {
-            var canvas = document.getElementById('example');
-            if (canvas.clientWidth == width && canvas.clientHeight == height)
-                return;
-
-            width = canvas.clientWidth;
-            height = canvas.clientHeight;
-            
-            ctx.viewport(0, 0, width, height);
-
-            ctx.perspectiveMatrix = new CanvasMatrix4();
-            ctx.perspectiveMatrix.lookat(0,0,20, 0, 0, 0, 0, 1, 0);
-            ctx.perspectiveMatrix.perspective(30, width/height, 1, 10000);
-        }
-        
-        function drawOne(ctx, angle, x, y, z, scale, texture)
-        {
-            // setup VBOs
-            ctx.enableVertexAttribArray(0);
-            ctx.enableVertexAttribArray(1);
-            ctx.enableVertexAttribArray(2);
-
-            ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.vertexObject);
-            ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0);
-            
-            ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.normalObject);
-            ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0);
-            
-            ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.texCoordObject);
-            ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0);
-
-            ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, ctx.sphere.indexObject);
-
-            // generate the model-view matrix
-            var mvMatrix = new CanvasMatrix4();
-            mvMatrix.scale(scale, scale, scale);
-            mvMatrix.rotate(angle, 0,1,0);
-            mvMatrix.rotate(30, 1,0,0);
-            mvMatrix.translate(x,y,z);
-            ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_modelViewMatrix"), false, mvMatrix.getAsWebGLFloatArray());
-
-            // construct the normal matrix from the model-view matrix
-            var normalMatrix = new CanvasMatrix4(mvMatrix);
-            normalMatrix.invert();
-            normalMatrix.transpose();
-            ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false, normalMatrix.getAsWebGLFloatArray());
-            
-            // construct the model-view * projection matrix
-            var mvpMatrix = new CanvasMatrix4(mvMatrix);
-            mvpMatrix.multRight(ctx.perspectiveMatrix);
-            ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false, mvpMatrix.getAsWebGLFloatArray());
-
-            ctx.bindTexture(ctx.TEXTURE_2D, texture);
-            ctx.drawElements(ctx.TRIANGLES, ctx.sphere.numIndices, ctx.UNSIGNED_SHORT, 0);
-        }
-        
-        function drawPicture(ctx)
-        {
-            reshape(ctx);
-            ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT);
-    
-            var startX = -layoutWidth/2;
-            var startY = -layoutHeight/2;
-            var startZ = 0;
-            var incX = layoutWidth / (numRowCols-1);
-            var incY = layoutHeight / (numRowCols-1);
-            var incZ = -5;
-            
-            for (i = 0; i < numLayers; ++i) {
-                for (j = 0; j < numRowCols; ++j) {
-                    for (k = 0; k < numRowCols; ++k) {
-                        var index = i * numLayers * numRowCols + j * numRowCols + k;
-                    
-                        drawOne(ctx, currentAngles[index], 
-                                startX + incX * k, 
-                                startY + incY * j, 
-                                startZ + incZ * i, 
-                                showEarth[index] ? 1 : 0.6, showEarth[index] ? earthTexture : marsTexture);
-                    
-                        currentAngles[index] += incAngles[i];
-                        if (currentAngles[index] > 360)
-                            currentAngles[index] -= 360;
-                    }
-                }
-            }
-
-            ctx.bindTexture(ctx.TEXTURE_2D, 0);
-            ctx.flush();
-            
-            framerate.snapshot();
-        }
-
-        function start()
-        {
-            var c = document.getElementById("example");
-            var w = Math.floor(window.innerWidth * 0.9);
-            var h = Math.floor(window.innerHeight * 0.9);
-
-            c.width = w;
-            c.height = h;
-
-            var ctx = init();
-            currentAngles = [ ];
-            incAngles = [ ];
-            showEarth = [ ];
-            
-            for (var i = 0; i < numRowCols * numRowCols * numLayers; ++i) {
-                currentAngles[i] = 0;
-                incAngles[i] = Math.random() * (maxIncAngle - minIncAngle) + minIncAngle;
-                showEarth[i] = Math.random() > 0.5;
-            }
-                
-            framerate = new Framerate("framerate");
-
-            var f = function() { drawPicture(ctx) };
-            setInterval(f, 10);
-        }
-    </script>
-    <style type="text/css">
-        canvas {
-            border: 2px solid black;
-        }
-    </style>
-  </head>
-  <body onload="start()">
-    <canvas id="example">
-    There is supposed to be an example drawing here, but it's not important.
-    </canvas>
-    <div id="framerate"></div>
-  </body>
-</html>
diff --git a/WebCore/manual-tests/webgl/SpinningBox.html b/WebCore/manual-tests/webgl/SpinningBox.html
deleted file mode 100644
index cc87698..0000000
--- a/WebCore/manual-tests/webgl/SpinningBox.html
+++ /dev/null
@@ -1,205 +0,0 @@
-<!DOCTYPE html>
-<html>
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
-<title>Spinning WebGL Box</title>
-
-<script src="resources/CanvasMatrix.js" type="text/javascript"> </script>
-<script src="resources/utils3d.js" type="text/javascript"> </script>
-<script id="vshader" type="x-shader/x-vertex">
-    uniform mat4 u_modelViewProjMatrix;
-    uniform mat4 u_normalMatrix;
-    uniform vec3 lightDir;
-
-    attribute vec3 vNormal;
-    attribute vec4 vColor;
-    attribute vec4 vPosition;
-
-    varying float v_Dot;
-    varying vec4 v_Color;
-
-    void main()
-    {
-        gl_Position = u_modelViewProjMatrix * vPosition;
-        v_Color = vColor;
-        vec4 transNormal = u_normalMatrix * vec4(vNormal, 1);
-        v_Dot = max(dot(transNormal.xyz, lightDir), 0.0);
-    }
-</script>
-
-<script id="fshader" type="x-shader/x-fragment">
-    varying float v_Dot;
-    varying vec4 v_Color;
-
-    void main()
-    {
-        gl_FragColor = vec4(v_Color.xyz * v_Dot, v_Color.a);
-    }
-</script>
-
-<script>
-    function init()
-    {
-        // Initialize
-        var gl = initWebGL(
-            // The id of the Canvas Element
-            "example",
-            // The ids of the vertex and fragment shaders
-            "vshader", "fshader", 
-            // The vertex attribute names used by the shaders.
-            // The order they appear here corresponds to their index
-            // used later.
-            [ "vNormal", "vColor", "vPosition"],
-            // The clear color and depth values
-            [ 0, 0, 0, 1 ], 10000);
-
-        // Set up a uniform variable for the shaders
-        gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1);
-
-        // Create a box. On return 'gl' contains a 'box' property with
-        // the BufferObjects containing the arrays for vertices,
-        // normals, texture coords, and indices.
-        gl.box = makeBox(gl);
-
-        // Set up the array of colors for the cube's faces
-        var colors = new WebGLUnsignedByteArray(
-            [  0, 0, 1, 1,   0, 0, 1, 1,   0, 0, 1, 1,   0, 0, 1, 1,     // v0-v1-v2-v3 front
-               1, 0, 0, 1,   1, 0, 0, 1,   1, 0, 0, 1,   1, 0, 0, 1,     // v0-v3-v4-v5 right
-               0, 1, 0, 1,   0, 1, 0, 1,   0, 1, 0, 1,   0, 1, 0, 1,     // v0-v5-v6-v1 top
-               1, 1, 0, 1,   1, 1, 0, 1,   1, 1, 0, 1,   1, 1, 0, 1,     // v1-v6-v7-v2 left
-               1, 0, 1, 1,   1, 0, 1, 1,   1, 0, 1, 1,   1, 0, 1, 1,     // v7-v4-v3-v2 bottom
-               0, 1, 1, 1,   0, 1, 1, 1,   0, 1, 1, 1,   0, 1, 1, 1 ]    // v4-v7-v6-v5 back
-                                                );
-
-        // Set up the vertex buffer for the colors
-        gl.box.colorObject = gl.createBuffer();
-        gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.colorObject);
-        gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
-
-        // Create some matrices to use later and save their locations in the shaders
-        gl.mvMatrix = new CanvasMatrix4();
-        gl.u_normalMatrixLoc = gl.getUniformLocation(gl.program, "u_normalMatrix");
-        gl.normalMatrix = new CanvasMatrix4();
-        gl.u_modelViewProjMatrixLoc =
-                gl.getUniformLocation(gl.program, "u_modelViewProjMatrix");
-        gl.mvpMatrix = new CanvasMatrix4();
-
-        // Enable all of the vertex attribute arrays.
-        gl.enableVertexAttribArray(0);
-        gl.enableVertexAttribArray(1);
-        gl.enableVertexAttribArray(2);
-
-        // Set up all the vertex attributes for vertices, normals and colors
-        gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.vertexObject);
-        gl.vertexAttribPointer(2, 3, gl.FLOAT, false, 0, 0);
-
-        gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.normalObject);
-        gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
-
-        gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.colorObject);
-        gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0);
-
-        // Bind the index array
-        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.box.indexObject);
-
-        return gl;
-    }
-
-    width = -1;
-    height = -1;
-
-    function reshape(gl)
-    {
-        var canvas = document.getElementById('example');
-        if (canvas.clientWidth == width && canvas.clientHeight == height)
-            return;
-
-        width = canvas.clientWidth;
-        height = canvas.clientHeight;
-
-        // Set the viewport and projection matrix for the scene
-        gl.viewport(0, 0, width, height);
-        gl.perspectiveMatrix = new CanvasMatrix4();
-        gl.perspectiveMatrix.lookat(0, 0, 7, 0, 0, 0, 0, 1, 0);
-        gl.perspectiveMatrix.perspective(30, width/height, 1, 10000);
-    }
-
-    function drawPicture(gl)
-    {
-        // Make sure the canvas is sized correctly.
-        reshape(gl);
-
-        // Clear the canvas
-        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
-
-        // Make a model/view matrix.
-        gl.mvMatrix.makeIdentity();
-        gl.mvMatrix.rotate(currentAngle, 0,1,0);
-        gl.mvMatrix.rotate(20, 1,0,0);
-
-        // Construct the normal matrix from the model-view matrix and pass it in
-        gl.normalMatrix.load(gl.mvMatrix);
-        gl.normalMatrix.invert();
-        gl.normalMatrix.transpose();
-        gl.uniformMatrix4fv(gl.u_normalMatrixLoc, false,
-                            gl.normalMatrix.getAsWebGLFloatArray());
-
-        // Construct the model-view * projection matrix and pass it in
-        gl.mvpMatrix.load(gl.mvMatrix);
-        gl.mvpMatrix.multRight(gl.perspectiveMatrix);
-        gl.uniformMatrix4fv(gl.u_modelViewProjMatrixLoc, false,
-                            gl.mvpMatrix.getAsWebGLFloatArray());
-
-        // Draw the cube
-        gl.drawElements(gl.TRIANGLES, gl.box.numIndices, gl.UNSIGNED_BYTE, 0);
-
-        // Finish up.
-        gl.flush();
-
-        // Show the framerate
-        framerate.snapshot();
-
-        currentAngle += incAngle;
-        if (currentAngle > 360)
-            currentAngle -= 360;
-    }
-
-    function start()
-    {
-        var c = document.getElementById("example");
-        var w = Math.floor(window.innerWidth * 0.9);
-        var h = Math.floor(window.innerHeight * 0.9);
-
-        c.width = w;
-        c.height = h;
-
-        var gl = init();
-        currentAngle = 0;
-        incAngle = 0.5;
-        framerate = new Framerate("framerate");
-        setInterval(function() { drawPicture(gl) }, 10);
-    }
-</script>
-<style type="text/css">
-    canvas {
-        border: 2px solid black;
-    }
-    .text {
-        position:absolute;
-        top:100px;
-        left:20px;
-        font-size:2em;
-        color: blue;
-    }
-</style>
-</head>
-
-<body onload="start()">
-<canvas id="example">
-    If you're seeing this your web browser doesn't support the &lt;canvas>&gt; element. Ouch!
-</canvas>
-<div class="text">This is some text over the canvas</div>
-<div id="framerate"></div>
-</body>
-
-</html>
diff --git a/WebCore/manual-tests/webgl/TeapotPerPixel.html b/WebCore/manual-tests/webgl/TeapotPerPixel.html
deleted file mode 100644
index 18be554..0000000
--- a/WebCore/manual-tests/webgl/TeapotPerPixel.html
+++ /dev/null
@@ -1,336 +0,0 @@
-<!DOCTYPE html>
-<html>
-  <head>
-    <title>Teapot (per-pixel)</title>
-    <script src="resources/CanvasMatrix.js"> </script>
-    <script src="resources/utils3d.js"> </script>
-    <script id="vshader" type="x-shader/x-vertex">
-        /*
-          Copyright (c) 2008 Seneca College
-          Licenced under the MIT License (http://www.c3dl.org/index.php/mit-license/)
-        */
-        
-        // We need to create our own light structure since we can't access 
-        // the light() function in the 2.0 context.
-        struct Light 
-        { 
-            vec4 ambient;
-            vec4 diffuse;
-            vec4 specular;
-            vec4 position;
-            
-            vec3 halfVector;
-        };
-        
-        struct Material
-        {
-            vec4 emission;
-            vec4 ambient;
-            vec4 diffuse;
-            vec4 specular;
-            float shininess;
-        };
-
-        //
-        // vertex attributes
-        //
-        attribute vec4 a_vertex; 
-        attribute vec3 a_normal; 
-        attribute vec4 a_texCoord; 
-
-        // for every model we multiply the projection, view and model matrices
-        // once to prevent having to do it for every vertex, however we still need
-        // the view matrix to calculate lighting.
-        uniform mat4 u_modelViewMatrix;
-
-        // we can calculate this once per model to speed up processing done on the js side.
-        uniform mat4 u_modelViewProjMatrix;
-
-        // matrix to transform the vertex normals
-        uniform mat4 u_normalMatrix;
-
-         // custom light structures need to be used since we don't have access to 
-        // light states.
-        uniform Light u_light;
-        
-        // material
-        uniform vec4 u_globalAmbientColor;
-        uniform Material u_frontMaterial;
-        uniform Material u_backMaterial;
-        
-        // passed to fragment shader
-        varying vec4 v_diffuse, v_ambient;
-        varying vec3 v_normal, v_lightDir;
-        varying vec2 v_texCoord;
-
-        /*
-            Given a reference to the ambient and diffuse  lighting variables,
-            this function will calculate how much each component contributes to the scene.
-
-            Light light - the light in view space
-            vec3 normal - 
-            vec4 ambient - 
-            vec4 diffuse - 
-        */
-        vec3 directionalLight(inout vec4 ambient, inout vec4 diffuse)
-        {
-            ambient += u_light.ambient;
-            diffuse += u_light.diffuse;
-            return normalize(vec3(u_light.position));
-        }
-
-        void main()
-        { 
-            v_normal = normalize(u_normalMatrix * vec4(a_normal, 1)).xyz; 
-
-            vec4 ambient = vec4(0.0, 0.0, 0.0, 1.0); 
-            vec4 diffuse = vec4(0.0, 0.0, 0.0, 1.0); 
-            vec4 specular = vec4(0.0, 0.0, 0.0, 1.0); 
-
-            // place the current vertex into view space
-            // ecPos = eye coordinate position.
-            vec4 ecPos4 = u_modelViewMatrix * a_vertex;
-
-            // the current vertex in eye coordinate space
-            vec3 ecPos = ecPos4.xyz/ecPos4.w;
-            v_lightDir = directionalLight(ambient, diffuse);
-            
-            v_ambient = u_frontMaterial.ambient * ambient;
-            v_ambient += u_globalAmbientColor * u_frontMaterial.ambient;
-            v_diffuse = u_frontMaterial.diffuse * diffuse;
-
-            gl_Position =  u_modelViewProjMatrix * a_vertex;
-            v_texCoord = a_texCoord.st; 
-        }
-    </script>
-
-    <script id="fshader" type="x-shader/x-fragment">
-        struct Light 
-        { 
-            vec4 ambient;
-            vec4 diffuse;
-            vec4 specular;
-            vec4 position;
-        
-            vec3 halfVector;
-        };
-    
-        struct Material
-        {
-            vec4 emission;
-            vec4 ambient;
-            vec4 diffuse;
-            vec4 specular;
-            float shininess;
-        };
-        
-        uniform sampler2D u_sampler2d;
-        uniform Light u_light;
-        uniform Material u_frontMaterial;
-        uniform Material u_backMaterial;
-        
-        varying vec4 v_diffuse, v_ambient;
-        varying vec3 v_normal, v_lightDir;
-        varying vec2 v_texCoord;
-
-        void main()
-        {
-            vec4 color = v_diffuse;
-                
-            vec3 n = normalize(v_normal);
-
-            Light light = u_light;
-            vec3 lightDir = v_lightDir;
-            float nDotL = max(dot(n, lightDir), 0.0);
-            if (nDotL > 0.0) {
-                color = vec4(color.rgb * nDotL, color.a);
-                float nDotHV = max(dot(n, light.halfVector), 0.0);
-                vec4 specular = u_frontMaterial.specular * light.specular;
-                color += vec4(specular.rgb * pow(nDotHV, u_frontMaterial.shininess), specular.a);
-            }
-            
-            gl_FragColor = color + v_ambient;
-        }
-    </script>
-
-    <script>
-    function setDirectionalLight(ctx, program, eyeVector, direction, ambient, diffuse, specular)
-    {
-        var lightString = "u_light.";
-        
-        ctx.uniform4f(ctx.getUniformLocation(program, lightString+"ambient"), 
-                                                ambient[0], ambient[1], ambient[2], ambient[3]);
-        ctx.uniform4f(ctx.getUniformLocation(program, lightString+"diffuse"), 
-                                                diffuse[0], diffuse[1], diffuse[2], diffuse[3]);
-        ctx.uniform4f(ctx.getUniformLocation(program, lightString+"specular"), 
-                                                specular[0], specular[1], specular[2], specular[3]);
-        ctx.uniform4f(ctx.getUniformLocation(program, lightString+"position"), 
-                                                direction[0], direction[1], direction[2], direction[3]);
-                                                
-        // compute the half vector
-        var halfVector = [ eyeVector[0] + direction[0], eyeVector[1] + direction[1], eyeVector[2] + direction[2] ];
-        var length = Math.sqrt(halfVector[0] * halfVector[0] + 
-                               halfVector[1] * halfVector[1] + 
-                               halfVector[2] * halfVector[2]);
-        if (length == 0)
-            halfVector = [ 0, 0, 1 ];
-        else {
-            halfVector[0] /= length;
-            halfVector[1] /= length;
-            halfVector[2] /= length;
-        }
-
-        ctx.uniform3f(ctx.getUniformLocation(program, lightString+"halfVector"), 
-                                                halfVector[0], halfVector[1], halfVector[2]);
-    }
-        
-        function setMaterial(ctx, program, emission, ambient, diffuse, specular, shininess)
-        {
-            var matString = "u_frontMaterial.";
-            ctx.uniform4f(ctx.getUniformLocation(program, matString+"emission"), 
-                                                    emission[0], emission[1], emission[2], emission[3]);
-            ctx.uniform4f(ctx.getUniformLocation(program, matString+"ambient"), 
-                                                    ambient[0], ambient[1], ambient[2], ambient[3]);
-            ctx.uniform4f(ctx.getUniformLocation(program, matString+"diffuse"), 
-                                                    diffuse[0], diffuse[1], diffuse[2], diffuse[3]);
-            ctx.uniform4f(ctx.getUniformLocation(program, matString+"specular"), 
-                                                    specular[0], specular[1], specular[2], specular[3]);
-            ctx.uniform1f(ctx.getUniformLocation(program, matString+"shininess"), shininess);
-        }
-
-        function init()
-        {
-           var gl = initWebGL("example", "vshader", "fshader", 
-                                [ "a_normal", "a_texCoord", "a_vertex"],
-                                [ 0, 0, 0, 1 ], 10000);
-
-            gl.uniform1i(gl.getUniformLocation(gl.program, "u_sampler2d"), 0);
-            gl.uniform4f(gl.getUniformLocation(gl.program, "u_globalAmbientColor"), 0.2, 0.2, 0.2, 1);
-
-            setDirectionalLight(gl, gl.program, 
-                                [ 0, 0, 1 ],            // eyeVector
-                                [0, 0, 1, 1],           // position
-                                [0.1, 0.1, 0.1, 1],     // ambient
-                                [1, 1, 1, 1],           // diffuse
-                                [1, 1, 1, 1]);          // specular
-
-            setMaterial(gl, gl.program, 
-                [ 0, 0, 0, 0 ],         // emission
-                [ 0.1, 0.1, 0.1, 1 ],   // ambient
-                [ 0.8, 0.2, 0, 1 ], // diffuse
-                [ 0, 0, 1, 1 ],     // specular
-                32);                    // shininess
-            
-            obj = loadObj(gl, "resources/teapot.obj");
-
-            mvMatrix = new CanvasMatrix4();
-            normalMatrix = new CanvasMatrix4();
-            
-            return gl;
-        }
-                
-        width = -1;
-        height = -1;
-        loaded = false;
-        
-        function reshape(ctx)
-        {
-            var canvas = document.getElementById('example');
-            if (canvas.clientWidth == width && canvas.clientHeight == height)
-                return;
-
-            width = canvas.clientWidth;
-            height = canvas.clientHeight;
-            
-            ctx.viewport(0, 0, width, height);
-    
-            ctx.perspectiveMatrix = new CanvasMatrix4();
-            ctx.perspectiveMatrix.lookat(0,0,50, 0, 0, 0, 0, 1, 0);
-            ctx.perspectiveMatrix.perspective(30, width/height, 1, 10000);
-        }
-        
-        function drawPicture(ctx)
-        {
-            var startRenderTime = new Date().getTime();
-            
-            reshape(ctx);
-            ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT);
-
-            if (!loaded && obj.loaded) {
-                loaded = true;
-
-                ctx.enableVertexAttribArray(0);
-                ctx.enableVertexAttribArray(1);
-                ctx.enableVertexAttribArray(2);
-
-                ctx.bindBuffer(ctx.ARRAY_BUFFER, obj.vertexObject);
-                ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0);
-
-                ctx.bindBuffer(ctx.ARRAY_BUFFER, obj.normalObject);
-                ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0);
-
-                ctx.bindBuffer(ctx.ARRAY_BUFFER, obj.texCoordObject);
-                ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0);
-
-                ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, obj.indexObject);
-            }
-            
-            if (!loaded)
-                return;
-            
-            // generate the model-view matrix
-            mvMatrix.makeIdentity();
-            mvMatrix.rotate(currentAngle, 0, 1, 0);
-            mvMatrix.rotate(10, 1,0,0);
-            ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_modelViewMatrix"), false, mvMatrix.getAsWebGLFloatArray());
-
-            // construct the normal matrix from the model-view matrix
-            normalMatrix.load(mvMatrix);
-            normalMatrix.invert();
-            normalMatrix.transpose();
-            ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false, normalMatrix.getAsWebGLFloatArray());
-            
-            mvMatrix.multRight(ctx.perspectiveMatrix);
-            ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false, mvMatrix.getAsWebGLFloatArray());
-
-            ctx.drawElements(ctx.TRIANGLES, obj.numIndices, ctx.UNSIGNED_SHORT, 0);
-            
-            ctx.flush();
-            
-            framerate.snapshot();
-            
-            currentAngle += incAngle;
-            if (currentAngle > 360)
-                currentAngle -= 360;
-        }
-        
-        function start()
-        {
-            var c = document.getElementById("example");
-            var w = Math.floor(window.innerWidth * 0.9);
-            var h = Math.floor(window.innerHeight * 0.9);
-
-            c.width = w;
-            c.height = h;
-
-            var ctx = init();
-            currentAngle = 0;
-            incAngle = 0.2;
-            framerate = new Framerate("framerate");
-            var f = function() { drawPicture(ctx) };
-            setInterval(f, 10);
-        }
-    </script>
-    <style type="text/css">
-        canvas {
-            border: 2px solid black;
-        }
-    </style>
-  </head>
-  <body onload="start()">
-    <canvas id="example">
-    There is supposed to be an example drawing here, but it's not important.
-    </canvas>
-    <div id="framerate"></div>
-  </body>
-</html>
diff --git a/WebCore/manual-tests/webgl/TeapotPerVertex.html b/WebCore/manual-tests/webgl/TeapotPerVertex.html
deleted file mode 100644
index 43984f3..0000000
--- a/WebCore/manual-tests/webgl/TeapotPerVertex.html
+++ /dev/null
@@ -1,310 +0,0 @@
-<!DOCTYPE html>
-<html>
-  <head>
-    <title>Teapot (per-vertex)</title>
-    <script src="resources/CanvasMatrix.js"> </script>
-    <script src="resources/utils3d.js"> </script>
-    <script id="vshader" type="x-shader/x-vertex">
-        /*
-          Copyright (c) 2008 Seneca College
-          Licenced under the MIT License (http://www.c3dl.org/index.php/mit-license/)
-        */
-        
-        // We need to create our own light structure since we can't access 
-        // the light() function in the 2.0 context.
-        struct Light 
-        { 
-            vec4 ambient;
-            vec4 diffuse;
-            vec4 specular;
-            vec4 position;
-            
-            vec3 halfVector;
-        };
-        
-        struct Material
-        {
-            vec4 emission;
-            vec4 ambient;
-            vec4 diffuse;
-            vec4 specular;
-            float shininess;
-        };
-
-        //
-        // vertex attributes
-        //
-        attribute vec3 a_normal; 
-        attribute vec4 a_texCoord; 
-        attribute vec4 a_vertex; 
-
-        // for every model we multiply the projection, view and model matrices
-        // once to prevent having to do it for every vertex, however we still need
-        // the view matrix to calculate lighting.
-        uniform mat4 u_modelViewMatrix;
-
-        // we can calculate this once per model to speed up processing done on the js side.
-        uniform mat4 u_modelViewProjMatrix;
-
-        // matrix to transform the vertex normals
-        uniform mat4 u_normalMatrix;
-
-        // custom light structures need to be used since we don't have access to 
-        // light states.
-        uniform Light u_light;
-        
-        // material
-        uniform vec4 u_globalAmbientColor;
-        uniform Material u_frontMaterial;
-        uniform Material u_backMaterial;
-        
-        // passed to fragment shader
-        varying vec4 v_diffuse, v_specular;
-        varying vec2 v_texCoord;
-
-        /*
-            Given a reference to the ambient and diffuse  lighting variables,
-            this function will calculate how much each component contributes to the scene.
-
-            Light light - the light in view space
-            vec3 normal - 
-            vec4 ambient - 
-            vec4 diffuse - 
-        */
-        void directionalLight(in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
-        {
-            vec3 lightDir = normalize(vec3(u_light.position));
-            ambient += u_light.ambient;
-            
-            float nDotL = max(dot(normal, lightDir), 0.0);
-            if (nDotL > 0.0) {
-                diffuse += u_light.diffuse * nDotL;
-                float nDotHV = max(dot(normal, u_light.halfVector), 0.0);
-                nDotHV += 0.3;
-                vec4 specularColor = u_frontMaterial.specular * u_light.specular;
-                specular += vec4(specularColor.rgb * pow(nDotHV, u_frontMaterial.shininess), specularColor.a);
-            }
-        }
-
-        void main()
-        { 
-            vec3 normal = normalize(u_normalMatrix * vec4(a_normal, 1)).xyz; 
-
-            vec4 ambient = vec4(0.0, 0.0, 0.0, 1.0); 
-            vec4 diffuse = vec4(0.0, 0.0, 0.0, 1.0); 
-            vec4 specular = vec4(0.0, 0.0, 0.0, 1.0); 
-
-            // place the current vertex into view space
-            // ecPos = eye coordinate position.
-            vec4 ecPos4 = u_modelViewMatrix * a_vertex;
-
-            // the current vertex in eye coordinate space
-            vec3 ecPos = ecPos4.xyz/ecPos4.w;
-            directionalLight(normal, ambient, diffuse, specular);
-            
-            ambient = u_frontMaterial.ambient * ambient;
-            ambient += u_globalAmbientColor * u_frontMaterial.ambient;
-            diffuse = u_frontMaterial.diffuse * diffuse;
-
-            v_diffuse = diffuse;
-            v_specular = specular + ambient;
-            gl_Position =  u_modelViewProjMatrix * a_vertex;
-            v_texCoord = a_texCoord.st;
-        }
-    </script>
-
-    <script id="fshader" type="x-shader/x-fragment">
-        uniform sampler2D u_sampler2d;
-
-        varying vec4 v_diffuse, v_specular;
-        varying vec2 v_texCoord;
-
-        void main()
-        {
-            vec4 color = v_diffuse;
-            
-            gl_FragColor = color + v_specular;
-        }
-    </script>
-
-    <script>
-        function setDirectionalLight(ctx, program, eyeVector, direction, ambient, diffuse, specular)
-        {
-            var lightString = "u_light.";
-            
-            ctx.uniform4f(ctx.getUniformLocation(program, lightString+"ambient"), 
-                                                    ambient[0], ambient[1], ambient[2], ambient[3]);
-            ctx.uniform4f(ctx.getUniformLocation(program, lightString+"diffuse"), 
-                                                    diffuse[0], diffuse[1], diffuse[2], diffuse[3]);
-            ctx.uniform4f(ctx.getUniformLocation(program, lightString+"specular"), 
-                                                    specular[0], specular[1], specular[2], specular[3]);
-            ctx.uniform4f(ctx.getUniformLocation(program, lightString+"position"), 
-                                                    direction[0], direction[1], direction[2], direction[3]);
-                                                    
-            // compute the half vector
-            var halfVector = [ eyeVector[0] + direction[0], eyeVector[1] + direction[1], eyeVector[2] + direction[2] ];
-            var length = Math.sqrt(halfVector[0] * halfVector[0] + 
-                                   halfVector[1] * halfVector[1] + 
-                                   halfVector[2] * halfVector[2]);
-            if (length == 0)
-                halfVector = [ 0, 0, 1 ];
-            else {
-                halfVector[0] /= length;
-                halfVector[1] /= length;
-                halfVector[2] /= length;
-            }
-
-            ctx.uniform3f(ctx.getUniformLocation(program, lightString+"halfVector"), 
-                                                    halfVector[0], halfVector[1], halfVector[2]);
-        }
-        
-        function setMaterial(ctx, program, emission, ambient, diffuse, specular, shininess)
-        {
-            var matString = "u_frontMaterial.";
-            ctx.uniform4f(ctx.getUniformLocation(program, matString+"emission"), 
-                                                    emission[0], emission[1], emission[2], emission[3]);
-            ctx.uniform4f(ctx.getUniformLocation(program, matString+"ambient"), 
-                                                    ambient[0], ambient[1], ambient[2], ambient[3]);
-            ctx.uniform4f(ctx.getUniformLocation(program, matString+"diffuse"), 
-                                                    diffuse[0], diffuse[1], diffuse[2], diffuse[3]);
-            ctx.uniform4f(ctx.getUniformLocation(program, matString+"specular"), 
-                                                    specular[0], specular[1], specular[2], specular[3]);
-            ctx.uniform1f(ctx.getUniformLocation(program, matString+"shininess"), shininess);
-        }
-
-        function init()
-        {
-            var gl = initWebGL("example", "vshader", "fshader", 
-                                [ "a_normal", "a_texCoord", "a_vertex"],
-                                [ 0, 0, 0, 1 ], 10000);
-
-            gl.uniform1i(gl.getUniformLocation(gl.program, "u_sampler2d"), 0);
-            gl.uniform4f(gl.getUniformLocation(gl.program, "u_globalAmbientColor"), 0.2, 0.2, 0.2, 1);
-
-            setDirectionalLight(gl, gl.program, 
-                                [ 0, 0, 1 ],            // eyeVector
-                                [0, 0, 1, 1],           // position
-                                [0.1, 0.1, 0.1, 1],     // ambient
-                                [1, 1, 1, 1],           // diffuse
-                                [1, 1, 1, 1]);          // specular
-
-            setMaterial(gl, gl.program, 
-                [ 0, 0, 0, 0 ],         // emission
-                [ 0.1, 0.1, 0.1, 1 ],   // ambient
-                [ 0.8, 0.2, 0, 1 ], // diffuse
-                [ 0, 0, 1, 1 ],     // specular
-                32);                    // shininess
-            
-            obj = loadObj(gl, "resources/teapot.obj");
-
-            mvMatrix = new CanvasMatrix4();
-            normalMatrix = new CanvasMatrix4();
-            
-            return gl;
-        }
-        
-        width = -1;
-        height = -1;
-        loaded = false;
-        
-        function reshape(ctx)
-        {
-            var canvas = document.getElementById('example');
-            if (canvas.clientWidth == width && canvas.clientHeight == height)
-                return;
-
-            width = canvas.clientWidth;
-            height = canvas.clientHeight;
-            
-            ctx.viewport(0, 0, width, height);
-    
-            ctx.perspectiveMatrix = new CanvasMatrix4();
-            ctx.perspectiveMatrix.lookat(0,0,50, 0, 0, 0, 0, 1, 0);
-            ctx.perspectiveMatrix.perspective(30, width/height, 1, 10000);
-        }
-        
-        function drawPicture(ctx)
-        {
-            var startRenderTime = new Date().getTime();
-            
-            reshape(ctx);
-            ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT);
-
-            if (!loaded && obj.loaded) {
-                loaded = true;
-
-                ctx.enableVertexAttribArray(0);
-                ctx.enableVertexAttribArray(1);
-                ctx.enableVertexAttribArray(2);
-
-                ctx.bindBuffer(ctx.ARRAY_BUFFER, obj.normalObject);
-                ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0);
-
-                ctx.bindBuffer(ctx.ARRAY_BUFFER, obj.texCoordObject);
-                ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0);
-
-                ctx.bindBuffer(ctx.ARRAY_BUFFER, obj.vertexObject);
-                ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0);
-
-                ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, obj.indexObject);
-            }
-            
-            if (!loaded)
-                return;
-            
-            // generate the model-view matrix
-            mvMatrix.makeIdentity();
-            mvMatrix.rotate(currentAngle, 0, 1, 0);
-            mvMatrix.rotate(10, 1,0,0);
-            ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_modelViewMatrix"), false, mvMatrix.getAsWebGLFloatArray());
-
-            // construct the normal matrix from the model-view matrix
-            normalMatrix.load(mvMatrix);
-            normalMatrix.invert();
-            normalMatrix.transpose();
-            ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false, normalMatrix.getAsWebGLFloatArray());
-            
-            mvMatrix.multRight(ctx.perspectiveMatrix);
-            ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false, mvMatrix.getAsWebGLFloatArray());
-
-            ctx.drawElements(ctx.TRIANGLES, obj.numIndices, ctx.UNSIGNED_SHORT, 0);
-            
-            ctx.flush();
-            
-            framerate.snapshot();
-            
-            currentAngle += incAngle;
-            if (currentAngle > 360)
-                currentAngle -= 360;
-        }
-        
-        function start()
-        {
-            var c = document.getElementById("example");
-            var w = Math.floor(window.innerWidth * 0.9);
-            var h = Math.floor(window.innerHeight * 0.9);
-
-            c.width = w;
-            c.height = h;
-
-            var ctx = init();
-            currentAngle = 0;
-            incAngle = 0.2;
-            framerate = new Framerate("framerate");
-            var f = function() { drawPicture(ctx) };
-            setInterval(f, 10);
-        }
-    </script>
-    <style type="text/css">
-        canvas {
-            border: 2px solid black;
-        }
-    </style>
-  </head>
-  <body onload="start()">
-    <canvas id="example">
-    There is supposed to be an example drawing here, but it's not important.
-    </canvas>
-    <div id="framerate"></div>
-  </body>
-</html>
diff --git a/WebCore/manual-tests/webgl/resources/CanvasMatrix.js b/WebCore/manual-tests/webgl/resources/CanvasMatrix.js
deleted file mode 100644
index ee9465e..0000000
--- a/WebCore/manual-tests/webgl/resources/CanvasMatrix.js
+++ /dev/null
@@ -1,698 +0,0 @@
-/*
-    CanvasMatrix4 class
-    
-    This class implements a 4x4 matrix. It has functions which
-    duplicate the functionality of the OpenGL matrix stack and
-    glut functions.
-    
-    IDL:
-    
-    [
-        Constructor(in CanvasMatrix4 matrix),           // copy passed matrix into new CanvasMatrix4
-        Constructor(in sequence<float> array)           // create new CanvasMatrix4 with 16 floats (row major)
-        Constructor()                                   // create new CanvasMatrix4 with identity matrix
-    ]
-    interface CanvasMatrix4 {
-        attribute float m11;
-        attribute float m12;
-        attribute float m13;
-        attribute float m14;
-        attribute float m21;
-        attribute float m22;
-        attribute float m23;
-        attribute float m24;
-        attribute float m31;
-        attribute float m32;
-        attribute float m33;
-        attribute float m34;
-        attribute float m41;
-        attribute float m42;
-        attribute float m43;
-        attribute float m44;
-
-        void load(in CanvasMatrix4 matrix);                 // copy the values from the passed matrix
-        void load(in sequence<float> array);                // copy 16 floats into the matrix
-        sequence<float> getAsArray();                       // return the matrix as an array of 16 floats
-        WebGLFloatArray getAsCanvasFloatArray();           // return the matrix as a WebGLFloatArray with 16 values
-        void makeIdentity();                                // replace the matrix with identity
-        void transpose();                                   // replace the matrix with its transpose
-        void invert();                                      // replace the matrix with its inverse
-        
-        void translate(in float x, in float y, in float z); // multiply the matrix by passed translation values on the right
-        void scale(in float x, in float y, in float z);     // multiply the matrix by passed scale values on the right
-        void rotate(in float angle,                         // multiply the matrix by passed rotation values on the right
-                    in float x, in float y, in float z);    // (angle is in degrees)
-        void multRight(in CanvasMatrix matrix);             // multiply the matrix by the passed matrix on the right
-        void multLeft(in CanvasMatrix matrix);              // multiply the matrix by the passed matrix on the left
-        void ortho(in float left, in float right,           // multiply the matrix by the passed ortho values on the right
-                   in float bottom, in float top, 
-                   in float near, in float far);
-        void frustum(in float left, in float right,         // multiply the matrix by the passed frustum values on the right
-                     in float bottom, in float top, 
-                     in float near, in float far);
-        void perspective(in float fovy, in float aspect,    // multiply the matrix by the passed perspective values on the right
-                         in float zNear, in float zFar);
-        void lookat(in float eyex, in float eyey, in float eyez,    // multiply the matrix by the passed lookat 
-                    in float ctrx, in float ctry, in float ctrz,    // values on the right
-                    in float upx, in float upy, in float upz);
-    }
-*/
-
-CanvasMatrix4 = function(m)
-{
-    if (typeof m == 'object') {
-        if ("length" in m && m.length >= 16) {
-            this.load(m[0], m[1], m[2], m[3], m[4], m[5], m[6], m[7], m[8], m[9], m[10], m[11], m[12], m[13], m[14], m[15]);
-            return;
-        }
-        else if (m instanceof CanvasMatrix4) {
-            this.load(m);
-            return;
-        }
-    }
-    this.makeIdentity();
-}
-
-CanvasMatrix4.prototype.load = function()
-{
-    if (arguments.length == 1 && typeof arguments[0] == 'object') {
-        var matrix = arguments[0];
-        
-        if ("length" in matrix && matrix.length == 16) {
-            this.m11 = matrix[0];
-            this.m12 = matrix[1];
-            this.m13 = matrix[2];
-            this.m14 = matrix[3];
-
-            this.m21 = matrix[4];
-            this.m22 = matrix[5];
-            this.m23 = matrix[6];
-            this.m24 = matrix[7];
-
-            this.m31 = matrix[8];
-            this.m32 = matrix[9];
-            this.m33 = matrix[10];
-            this.m34 = matrix[11];
-
-            this.m41 = matrix[12];
-            this.m42 = matrix[13];
-            this.m43 = matrix[14];
-            this.m44 = matrix[15];
-            return;
-        }
-            
-        if (arguments[0] instanceof CanvasMatrix4) {
-        
-            this.m11 = matrix.m11;
-            this.m12 = matrix.m12;
-            this.m13 = matrix.m13;
-            this.m14 = matrix.m14;
-
-            this.m21 = matrix.m21;
-            this.m22 = matrix.m22;
-            this.m23 = matrix.m23;
-            this.m24 = matrix.m24;
-
-            this.m31 = matrix.m31;
-            this.m32 = matrix.m32;
-            this.m33 = matrix.m33;
-            this.m34 = matrix.m34;
-
-            this.m41 = matrix.m41;
-            this.m42 = matrix.m42;
-            this.m43 = matrix.m43;
-            this.m44 = matrix.m44;
-            return;
-        }
-    }
-    
-    this.makeIdentity();
-}
-
-CanvasMatrix4.prototype.getAsArray = function()
-{
-    return [
-        this.m11, this.m12, this.m13, this.m14, 
-        this.m21, this.m22, this.m23, this.m24, 
-        this.m31, this.m32, this.m33, this.m34, 
-        this.m41, this.m42, this.m43, this.m44
-    ];
-}
-
-CanvasMatrix4.prototype.getAsWebGLFloatArray = function()
-{
-    return new WebGLFloatArray(this.getAsArray());
-}
-
-CanvasMatrix4.prototype.makeIdentity = function()
-{
-    this.m11 = 1;
-    this.m12 = 0;
-    this.m13 = 0;
-    this.m14 = 0;
-    
-    this.m21 = 0;
-    this.m22 = 1;
-    this.m23 = 0;
-    this.m24 = 0;
-    
-    this.m31 = 0;
-    this.m32 = 0;
-    this.m33 = 1;
-    this.m34 = 0;
-    
-    this.m41 = 0;
-    this.m42 = 0;
-    this.m43 = 0;
-    this.m44 = 1;
-}
-
-CanvasMatrix4.prototype.transpose = function()
-{
-    var tmp = this.m12;
-    this.m12 = this.m21;
-    this.m21 = tmp;
-    
-    tmp = this.m13;
-    this.m13 = this.m31;
-    this.m31 = tmp;
-    
-    tmp = this.m14;
-    this.m14 = this.m41;
-    this.m41 = tmp;
-    
-    tmp = this.m23;
-    this.m23 = this.m32;
-    this.m32 = tmp;
-    
-    tmp = this.m24;
-    this.m24 = this.m42;
-    this.m42 = tmp;
-    
-    tmp = this.m34;
-    this.m34 = this.m43;
-    this.m43 = tmp;
-}
-
-CanvasMatrix4.prototype.invert = function()
-{
-    // Calculate the 4x4 determinant
-    // If the determinant is zero, 
-    // then the inverse matrix is not unique.
-    var det = this._determinant4x4();
-
-    if (Math.abs(det) < 1e-8)
-        return null;
-
-    this._makeAdjoint();
-
-    // Scale the adjoint matrix to get the inverse
-    this.m11 /= det;
-    this.m12 /= det;
-    this.m13 /= det;
-    this.m14 /= det;
-    
-    this.m21 /= det;
-    this.m22 /= det;
-    this.m23 /= det;
-    this.m24 /= det;
-    
-    this.m31 /= det;
-    this.m32 /= det;
-    this.m33 /= det;
-    this.m34 /= det;
-    
-    this.m41 /= det;
-    this.m42 /= det;
-    this.m43 /= det;
-    this.m44 /= det;
-}
-
-CanvasMatrix4.prototype.translate = function(x,y,z)
-{
-    if (x == undefined)
-        x = 0;
-        if (y == undefined)
-            y = 0;
-    if (z == undefined)
-        z = 0;
-    
-    var matrix = new CanvasMatrix4();
-    matrix.m41 = x;
-    matrix.m42 = y;
-    matrix.m43 = z;
-
-    this.multRight(matrix);
-}
-
-CanvasMatrix4.prototype.scale = function(x,y,z)
-{
-    if (x == undefined)
-        x = 1;
-    if (z == undefined) {
-        if (y == undefined) {
-            y = x;
-            z = x;
-        }
-        else
-            z = 1;
-    }
-    else if (y == undefined)
-        y = x;
-    
-    var matrix = new CanvasMatrix4();
-    matrix.m11 = x;
-    matrix.m22 = y;
-    matrix.m33 = z;
-    
-    this.multRight(matrix);
-}
-
-CanvasMatrix4.prototype.rotate = function(angle,x,y,z)
-{
-    // angles are in degrees. Switch to radians
-    angle = angle / 180 * Math.PI;
-    
-    angle /= 2;
-    var sinA = Math.sin(angle);
-    var cosA = Math.cos(angle);
-    var sinA2 = sinA * sinA;
-    
-    // normalize
-    var length = Math.sqrt(x * x + y * y + z * z);
-    if (length == 0) {
-        // bad vector, just use something reasonable
-        x = 0;
-        y = 0;
-        z = 1;
-    } else if (length != 1) {
-        x /= length;
-        y /= length;
-        z /= length;
-    }
-    
-    var mat = new CanvasMatrix4();
-
-    // optimize case where axis is along major axis
-    if (x == 1 && y == 0 && z == 0) {
-        mat.m11 = 1;
-        mat.m12 = 0;
-        mat.m13 = 0;
-        mat.m21 = 0;
-        mat.m22 = 1 - 2 * sinA2;
-        mat.m23 = 2 * sinA * cosA;
-        mat.m31 = 0;
-        mat.m32 = -2 * sinA * cosA;
-        mat.m33 = 1 - 2 * sinA2;
-        mat.m14 = mat.m24 = mat.m34 = 0;
-        mat.m41 = mat.m42 = mat.m43 = 0;
-        mat.m44 = 1;
-    } else if (x == 0 && y == 1 && z == 0) {
-        mat.m11 = 1 - 2 * sinA2;
-        mat.m12 = 0;
-        mat.m13 = -2 * sinA * cosA;
-        mat.m21 = 0;
-        mat.m22 = 1;
-        mat.m23 = 0;
-        mat.m31 = 2 * sinA * cosA;
-        mat.m32 = 0;
-        mat.m33 = 1 - 2 * sinA2;
-        mat.m14 = mat.m24 = mat.m34 = 0;
-        mat.m41 = mat.m42 = mat.m43 = 0;
-        mat.m44 = 1;
-    } else if (x == 0 && y == 0 && z == 1) {
-        mat.m11 = 1 - 2 * sinA2;
-        mat.m12 = 2 * sinA * cosA;
-        mat.m13 = 0;
-        mat.m21 = -2 * sinA * cosA;
-        mat.m22 = 1 - 2 * sinA2;
-        mat.m23 = 0;
-        mat.m31 = 0;
-        mat.m32 = 0;
-        mat.m33 = 1;
-        mat.m14 = mat.m24 = mat.m34 = 0;
-        mat.m41 = mat.m42 = mat.m43 = 0;
-        mat.m44 = 1;
-    } else {
-        var x2 = x*x;
-        var y2 = y*y;
-        var z2 = z*z;
-    
-        mat.m11 = 1 - 2 * (y2 + z2) * sinA2;
-        mat.m12 = 2 * (x * y * sinA2 + z * sinA * cosA);
-        mat.m13 = 2 * (x * z * sinA2 - y * sinA * cosA);
-        mat.m21 = 2 * (y * x * sinA2 - z * sinA * cosA);
-        mat.m22 = 1 - 2 * (z2 + x2) * sinA2;
-        mat.m23 = 2 * (y * z * sinA2 + x * sinA * cosA);
-        mat.m31 = 2 * (z * x * sinA2 + y * sinA * cosA);
-        mat.m32 = 2 * (z * y * sinA2 - x * sinA * cosA);
-        mat.m33 = 1 - 2 * (x2 + y2) * sinA2;
-        mat.m14 = mat.m24 = mat.m34 = 0;
-        mat.m41 = mat.m42 = mat.m43 = 0;
-        mat.m44 = 1;
-    }
-    this.multRight(mat);
-}
-
-CanvasMatrix4.prototype.multRight = function(mat)
-{
-    var m11 = (this.m11 * mat.m11 + this.m12 * mat.m21
-               + this.m13 * mat.m31 + this.m14 * mat.m41);
-    var m12 = (this.m11 * mat.m12 + this.m12 * mat.m22
-               + this.m13 * mat.m32 + this.m14 * mat.m42);
-    var m13 = (this.m11 * mat.m13 + this.m12 * mat.m23
-               + this.m13 * mat.m33 + this.m14 * mat.m43);
-    var m14 = (this.m11 * mat.m14 + this.m12 * mat.m24
-               + this.m13 * mat.m34 + this.m14 * mat.m44);
-
-    var m21 = (this.m21 * mat.m11 + this.m22 * mat.m21
-               + this.m23 * mat.m31 + this.m24 * mat.m41);
-    var m22 = (this.m21 * mat.m12 + this.m22 * mat.m22
-               + this.m23 * mat.m32 + this.m24 * mat.m42);
-    var m23 = (this.m21 * mat.m13 + this.m22 * mat.m23
-               + this.m23 * mat.m33 + this.m24 * mat.m43);
-    var m24 = (this.m21 * mat.m14 + this.m22 * mat.m24
-               + this.m23 * mat.m34 + this.m24 * mat.m44);
-
-    var m31 = (this.m31 * mat.m11 + this.m32 * mat.m21
-               + this.m33 * mat.m31 + this.m34 * mat.m41);
-    var m32 = (this.m31 * mat.m12 + this.m32 * mat.m22
-               + this.m33 * mat.m32 + this.m34 * mat.m42);
-    var m33 = (this.m31 * mat.m13 + this.m32 * mat.m23
-               + this.m33 * mat.m33 + this.m34 * mat.m43);
-    var m34 = (this.m31 * mat.m14 + this.m32 * mat.m24
-               + this.m33 * mat.m34 + this.m34 * mat.m44);
-
-    var m41 = (this.m41 * mat.m11 + this.m42 * mat.m21
-               + this.m43 * mat.m31 + this.m44 * mat.m41);
-    var m42 = (this.m41 * mat.m12 + this.m42 * mat.m22
-               + this.m43 * mat.m32 + this.m44 * mat.m42);
-    var m43 = (this.m41 * mat.m13 + this.m42 * mat.m23
-               + this.m43 * mat.m33 + this.m44 * mat.m43);
-    var m44 = (this.m41 * mat.m14 + this.m42 * mat.m24
-               + this.m43 * mat.m34 + this.m44 * mat.m44);
-    
-    this.m11 = m11;
-    this.m12 = m12;
-    this.m13 = m13;
-    this.m14 = m14;
-    
-    this.m21 = m21;
-    this.m22 = m22;
-    this.m23 = m23;
-    this.m24 = m24;
-    
-    this.m31 = m31;
-    this.m32 = m32;
-    this.m33 = m33;
-    this.m34 = m34;
-    
-    this.m41 = m41;
-    this.m42 = m42;
-    this.m43 = m43;
-    this.m44 = m44;
-}
-
-CanvasMatrix4.prototype.multLeft = function(mat)
-{
-    var m11 = (mat.m11 * this.m11 + mat.m12 * this.m21
-               + mat.m13 * this.m31 + mat.m14 * this.m41);
-    var m12 = (mat.m11 * this.m12 + mat.m12 * this.m22
-               + mat.m13 * this.m32 + mat.m14 * this.m42);
-    var m13 = (mat.m11 * this.m13 + mat.m12 * this.m23
-               + mat.m13 * this.m33 + mat.m14 * this.m43);
-    var m14 = (mat.m11 * this.m14 + mat.m12 * this.m24
-               + mat.m13 * this.m34 + mat.m14 * this.m44);
-
-    var m21 = (mat.m21 * this.m11 + mat.m22 * this.m21
-               + mat.m23 * this.m31 + mat.m24 * this.m41);
-    var m22 = (mat.m21 * this.m12 + mat.m22 * this.m22
-               + mat.m23 * this.m32 + mat.m24 * this.m42);
-    var m23 = (mat.m21 * this.m13 + mat.m22 * this.m23
-               + mat.m23 * this.m33 + mat.m24 * this.m43);
-    var m24 = (mat.m21 * this.m14 + mat.m22 * this.m24
-               + mat.m23 * this.m34 + mat.m24 * this.m44);
-
-    var m31 = (mat.m31 * this.m11 + mat.m32 * this.m21
-               + mat.m33 * this.m31 + mat.m34 * this.m41);
-    var m32 = (mat.m31 * this.m12 + mat.m32 * this.m22
-               + mat.m33 * this.m32 + mat.m34 * this.m42);
-    var m33 = (mat.m31 * this.m13 + mat.m32 * this.m23
-               + mat.m33 * this.m33 + mat.m34 * this.m43);
-    var m34 = (mat.m31 * this.m14 + mat.m32 * this.m24
-               + mat.m33 * this.m34 + mat.m34 * this.m44);
-
-    var m41 = (mat.m41 * this.m11 + mat.m42 * this.m21
-               + mat.m43 * this.m31 + mat.m44 * this.m41);
-    var m42 = (mat.m41 * this.m12 + mat.m42 * this.m22
-               + mat.m43 * this.m32 + mat.m44 * this.m42);
-    var m43 = (mat.m41 * this.m13 + mat.m42 * this.m23
-               + mat.m43 * this.m33 + mat.m44 * this.m43);
-    var m44 = (mat.m41 * this.m14 + mat.m42 * this.m24
-               + mat.m43 * this.m34 + mat.m44 * this.m44);
-    
-    this.m11 = m11;
-    this.m12 = m12;
-    this.m13 = m13;
-    this.m14 = m14;
-
-    this.m21 = m21;
-    this.m22 = m22;
-    this.m23 = m23;
-    this.m24 = m24;
-
-    this.m31 = m31;
-    this.m32 = m32;
-    this.m33 = m33;
-    this.m34 = m34;
-
-    this.m41 = m41;
-    this.m42 = m42;
-    this.m43 = m43;
-    this.m44 = m44;
-}
-
-CanvasMatrix4.prototype.ortho = function(left, right, bottom, top, near, far)
-{
-    var tx = (left + right) / (left - right);
-    var ty = (top + bottom) / (top - bottom);
-    var tz = (far + near) / (far - near);
-    
-    var matrix = new CanvasMatrix4();
-    matrix.m11 = 2 / (left - right);
-    matrix.m12 = 0;
-    matrix.m13 = 0;
-    matrix.m14 = 0;
-    matrix.m21 = 0;
-    matrix.m22 = 2 / (top - bottom);
-    matrix.m23 = 0;
-    matrix.m24 = 0;
-    matrix.m31 = 0;
-    matrix.m32 = 0;
-    matrix.m33 = -2 / (far - near);
-    matrix.m34 = 0;
-    matrix.m41 = tx;
-    matrix.m42 = ty;
-    matrix.m43 = tz;
-    matrix.m44 = 1;
-    
-    this.multRight(matrix);
-}
-
-CanvasMatrix4.prototype.frustum = function(left, right, bottom, top, near, far)
-{
-    var matrix = new CanvasMatrix4();
-    var A = (right + left) / (right - left);
-    var B = (top + bottom) / (top - bottom);
-    var C = -(far + near) / (far - near);
-    var D = -(2 * far * near) / (far - near);
-    
-    matrix.m11 = (2 * near) / (right - left);
-    matrix.m12 = 0;
-    matrix.m13 = 0;
-    matrix.m14 = 0;
-    
-    matrix.m21 = 0;
-    matrix.m22 = 2 * near / (top - bottom);
-    matrix.m23 = 0;
-    matrix.m24 = 0;
-    
-    matrix.m31 = A;
-    matrix.m32 = B;
-    matrix.m33 = C;
-    matrix.m34 = -1;
-    
-    matrix.m41 = 0;
-    matrix.m42 = 0;
-    matrix.m43 = D;
-    matrix.m44 = 0;
-    
-    this.multRight(matrix);
-}
-
-CanvasMatrix4.prototype.perspective = function(fovy, aspect, zNear, zFar)
-{
-    var top = Math.tan(fovy * Math.PI / 360) * zNear;
-    var bottom = -top;
-    var left = aspect * bottom;
-    var right = aspect * top;
-    this.frustum(left, right, bottom, top, zNear, zFar);
-}
-
-CanvasMatrix4.prototype.lookat = function(eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz)
-{
-    var matrix = new CanvasMatrix4();
-    
-    // Make rotation matrix
-
-    // Z vector
-    var zx = eyex - centerx;
-    var zy = eyey - centery;
-    var zz = eyez - centerz;
-    var mag = Math.sqrt(zx * zx + zy * zy + zz * zz);
-    if (mag) {
-        zx /= mag;
-        zy /= mag;
-        zz /= mag;
-    }
-
-    // Y vector
-    var yx = upx;
-    var yy = upy;
-    var yz = upz;
-
-    // X vector = Y cross Z
-    xx =  yy * zz - yz * zy;
-    xy = -yx * zz + yz * zx;
-    xz =  yx * zy - yy * zx;
-
-    // Recompute Y = Z cross X
-    yx = zy * xz - zz * xy;
-    yy = -zx * xz + zz * xx;
-    yx = zx * xy - zy * xx;
-
-    // cross product gives area of parallelogram, which is < 1.0 for
-    // non-perpendicular unit-length vectors; so normalize x, y here
-
-    mag = Math.sqrt(xx * xx + xy * xy + xz * xz);
-    if (mag) {
-        xx /= mag;
-        xy /= mag;
-        xz /= mag;
-    }
-
-    mag = Math.sqrt(yx * yx + yy * yy + yz * yz);
-    if (mag) {
-        yx /= mag;
-        yy /= mag;
-        yz /= mag;
-    }
-
-    matrix.m11 = xx;
-    matrix.m12 = xy;
-    matrix.m13 = xz;
-    matrix.m14 = 0;
-    
-    matrix.m21 = yx;
-    matrix.m22 = yy;
-    matrix.m23 = yz;
-    matrix.m24 = 0;
-    
-    matrix.m31 = zx;
-    matrix.m32 = zy;
-    matrix.m33 = zz;
-    matrix.m34 = 0;
-    
-    matrix.m41 = 0;
-    matrix.m42 = 0;
-    matrix.m43 = 0;
-    matrix.m44 = 1;
-    matrix.translate(-eyex, -eyey, -eyez);
-    
-    this.multRight(matrix);
-}
-
-// Support functions
-CanvasMatrix4.prototype._determinant2x2 = function(a, b, c, d)
-{
-    return a * d - b * c;
-}
-
-CanvasMatrix4.prototype._determinant3x3 = function(a1, a2, a3, b1, b2, b3, c1, c2, c3)
-{
-    return a1 * this._determinant2x2(b2, b3, c2, c3)
-         - b1 * this._determinant2x2(a2, a3, c2, c3)
-         + c1 * this._determinant2x2(a2, a3, b2, b3);
-}
-
-CanvasMatrix4.prototype._determinant4x4 = function()
-{
-    var a1 = this.m11;
-    var b1 = this.m12; 
-    var c1 = this.m13;
-    var d1 = this.m14;
-
-    var a2 = this.m21;
-    var b2 = this.m22; 
-    var c2 = this.m23;
-    var d2 = this.m24;
-
-    var a3 = this.m31;
-    var b3 = this.m32; 
-    var c3 = this.m33;
-    var d3 = this.m34;
-
-    var a4 = this.m41;
-    var b4 = this.m42; 
-    var c4 = this.m43;
-    var d4 = this.m44;
-
-    return a1 * this._determinant3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4)
-         - b1 * this._determinant3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4)
-         + c1 * this._determinant3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4)
-         - d1 * this._determinant3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
-}
-
-CanvasMatrix4.prototype._makeAdjoint = function()
-{
-    var a1 = this.m11;
-    var b1 = this.m12; 
-    var c1 = this.m13;
-    var d1 = this.m14;
-
-    var a2 = this.m21;
-    var b2 = this.m22; 
-    var c2 = this.m23;
-    var d2 = this.m24;
-
-    var a3 = this.m31;
-    var b3 = this.m32; 
-    var c3 = this.m33;
-    var d3 = this.m34;
-
-    var a4 = this.m41;
-    var b4 = this.m42; 
-    var c4 = this.m43;
-    var d4 = this.m44;
-
-    // Row column labeling reversed since we transpose rows & columns
-    this.m11  =   this._determinant3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4);
-    this.m21  = - this._determinant3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4);
-    this.m31  =   this._determinant3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4);
-    this.m41  = - this._determinant3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
-        
-    this.m12  = - this._determinant3x3(b1, b3, b4, c1, c3, c4, d1, d3, d4);
-    this.m22  =   this._determinant3x3(a1, a3, a4, c1, c3, c4, d1, d3, d4);
-    this.m32  = - this._determinant3x3(a1, a3, a4, b1, b3, b4, d1, d3, d4);
-    this.m42  =   this._determinant3x3(a1, a3, a4, b1, b3, b4, c1, c3, c4);
-        
-    this.m13  =   this._determinant3x3(b1, b2, b4, c1, c2, c4, d1, d2, d4);
-    this.m23  = - this._determinant3x3(a1, a2, a4, c1, c2, c4, d1, d2, d4);
-    this.m33  =   this._determinant3x3(a1, a2, a4, b1, b2, b4, d1, d2, d4);
-    this.m43  = - this._determinant3x3(a1, a2, a4, b1, b2, b4, c1, c2, c4);
-        
-    this.m14  = - this._determinant3x3(b1, b2, b3, c1, c2, c3, d1, d2, d3);
-    this.m24  =   this._determinant3x3(a1, a2, a3, c1, c2, c3, d1, d2, d3);
-    this.m34  = - this._determinant3x3(a1, a2, a3, b1, b2, b3, d1, d2, d3);
-    this.m44  =   this._determinant3x3(a1, a2, a3, b1, b2, b3, c1, c2, c3);
-}
diff --git a/WebCore/manual-tests/webgl/resources/earthmap1k.jpg b/WebCore/manual-tests/webgl/resources/earthmap1k.jpg
deleted file mode 100644
index 7dcab8a..0000000
Binary files a/WebCore/manual-tests/webgl/resources/earthmap1k.jpg and /dev/null differ
diff --git a/WebCore/manual-tests/webgl/resources/mars500x250.png b/WebCore/manual-tests/webgl/resources/mars500x250.png
deleted file mode 100644
index f38ef09..0000000
Binary files a/WebCore/manual-tests/webgl/resources/mars500x250.png and /dev/null differ
diff --git a/WebCore/manual-tests/webgl/resources/teapot.obj b/WebCore/manual-tests/webgl/resources/teapot.obj
deleted file mode 100644
index b6c6810..0000000
--- a/WebCore/manual-tests/webgl/resources/teapot.obj
+++ /dev/null
@@ -1,2866 +0,0 @@
-# Max2Obj Version 4.0 Mar 10th, 2001
-#
-# object Teapot01 to come ...
-#
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-# 530 vertex normals
-
-g Teapot01
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-f 6/6/6 11/11/11 12/12/12
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-f 370/597/370 398/592/398 369/591/369
-f 398/592/398 370/597/370 371/598/371
-f 371/598/371 399/593/399 398/592/398
-f 399/593/399 371/598/371 372/599/372
-f 372/599/372 400/594/400 399/593/399
-f 400/594/400 372/599/372 373/600/373
-f 373/600/373 401/595/401 400/594/400
-f 407/607/407 403/602/403 402/601/402
-f 403/602/403 407/607/407 408/608/408
-f 408/608/408 404/603/404 403/602/403
-f 404/603/404 408/608/408 409/609/409
-f 409/609/409 405/604/405 404/603/404
-f 405/604/405 409/609/409 410/610/410
-f 410/610/410 406/605/406 405/604/405
-f 411/612/411 407/607/407 402/606/402
-f 407/607/407 411/612/411 412/613/412
-f 412/613/412 408/608/408 407/607/407
-f 408/608/408 412/613/412 413/614/413
-f 413/614/413 409/609/409 408/608/408
-f 409/609/409 413/614/413 414/615/414
-f 414/615/414 410/610/410 409/609/409
-f 415/617/415 411/612/411 402/611/402
-f 411/612/411 415/617/415 416/618/416
-f 416/618/416 412/613/412 411/612/411
-f 412/613/412 416/618/416 417/619/417
-f 417/619/417 413/614/413 412/613/412
-f 413/614/413 417/619/417 418/620/418
-f 418/620/418 414/615/414 413/614/413
-f 419/622/419 415/617/415 402/616/402
-f 415/617/415 419/622/419 420/623/420
-f 420/623/420 416/618/416 415/617/415
-f 416/618/416 420/623/420 421/624/421
-f 421/624/421 417/619/417 416/618/416
-f 417/619/417 421/624/421 422/625/422
-f 422/625/422 418/620/418 417/619/417
-f 423/632/423 419/627/419 402/626/402
-f 419/627/419 423/632/423 424/633/424
-f 424/633/424 420/628/420 419/627/419
-f 420/628/420 424/633/424 425/634/425
-f 425/634/425 421/629/421 420/628/420
-f 421/629/421 425/634/425 426/635/426
-f 426/635/426 422/630/422 421/629/421
-f 427/637/427 423/632/423 402/631/402
-f 423/632/423 427/637/427 428/638/428
-f 428/638/428 424/633/424 423/632/423
-f 424/633/424 428/638/428 429/639/429
-f 429/639/429 425/634/425 424/633/424
-f 425/634/425 429/639/429 430/640/430
-f 430/640/430 426/635/426 425/634/425
-f 431/642/431 427/637/427 402/636/402
-f 427/637/427 431/642/431 432/643/432
-f 432/643/432 428/638/428 427/637/427
-f 428/638/428 432/643/432 433/644/433
-f 433/644/433 429/639/429 428/638/428
-f 429/639/429 433/644/433 434/645/434
-f 434/645/434 430/640/430 429/639/429
-f 435/647/435 431/642/431 402/641/402
-f 431/642/431 435/647/435 436/648/436
-f 436/648/436 432/643/432 431/642/431
-f 432/643/432 436/648/436 437/649/437
-f 437/649/437 433/644/433 432/643/432
-f 433/644/433 437/649/437 438/650/438
-f 438/650/438 434/645/434 433/644/433
-f 439/657/439 435/652/435 402/651/402
-f 435/652/435 439/657/439 440/658/440
-f 440/658/440 436/653/436 435/652/435
-f 436/653/436 440/658/440 441/659/441
-f 441/659/441 437/654/437 436/653/436
-f 437/654/437 441/659/441 442/660/442
-f 442/660/442 438/655/438 437/654/437
-f 443/662/443 439/657/439 402/656/402
-f 439/657/439 443/662/443 444/663/444
-f 444/663/444 440/658/440 439/657/439
-f 440/658/440 444/663/444 445/664/445
-f 445/664/445 441/659/441 440/658/440
-f 441/659/441 445/664/445 446/665/446
-f 446/665/446 442/660/442 441/659/441
-f 447/667/447 443/662/443 402/661/402
-f 443/662/443 447/667/447 448/668/448
-f 448/668/448 444/663/444 443/662/443
-f 444/663/444 448/668/448 449/669/449
-f 449/669/449 445/664/445 444/663/444
-f 445/664/445 449/669/449 450/670/450
-f 450/670/450 446/665/446 445/664/445
-f 451/672/451 447/667/447 402/666/402
-f 447/667/447 451/672/451 452/673/452
-f 452/673/452 448/668/448 447/667/447
-f 448/668/448 452/673/452 453/674/453
-f 453/674/453 449/669/449 448/668/448
-f 449/669/449 453/674/453 454/675/454
-f 454/675/454 450/670/450 449/669/449
-f 455/682/455 451/677/451 402/676/402
-f 451/677/451 455/682/455 456/683/456
-f 456/683/456 452/678/452 451/677/451
-f 452/678/452 456/683/456 457/684/457
-f 457/684/457 453/679/453 452/678/452
-f 453/679/453 457/684/457 458/685/458
-f 458/685/458 454/680/454 453/679/453
-f 459/687/459 455/682/455 402/681/402
-f 455/682/455 459/687/459 460/688/460
-f 460/688/460 456/683/456 455/682/455
-f 456/683/456 460/688/460 461/689/461
-f 461/689/461 457/684/457 456/683/456
-f 457/684/457 461/689/461 462/690/462
-f 462/690/462 458/685/458 457/684/457
-f 463/692/463 459/687/459 402/686/402
-f 459/687/459 463/692/463 464/693/464
-f 464/693/464 460/688/460 459/687/459
-f 460/688/460 464/693/464 465/694/465
-f 465/694/465 461/689/461 460/688/460
-f 461/689/461 465/694/465 466/695/466
-f 466/695/466 462/690/462 461/689/461
-f 403/697/403 463/692/463 402/691/402
-f 463/692/463 403/697/403 404/698/404
-f 404/698/404 464/693/464 463/692/463
-f 464/693/464 404/698/404 405/699/405
-f 405/699/405 465/694/465 464/693/464
-f 465/694/465 405/699/405 406/700/406
-f 406/700/406 466/695/466 465/694/465
-f 406/701/406 410/706/410 471/707/471
-f 471/707/471 467/702/467 406/701/406
-f 467/702/467 471/707/471 472/708/472
-f 472/708/472 468/703/468 467/702/467
-f 468/703/468 472/708/472 473/709/473
-f 473/709/473 469/704/469 468/703/468
-f 469/704/469 473/709/473 474/710/474
-f 474/710/474 470/705/470 469/704/469
-f 410/706/410 414/711/414 475/712/475
-f 475/712/475 471/707/471 410/706/410
-f 471/707/471 475/712/475 476/713/476
-f 476/713/476 472/708/472 471/707/471
-f 472/708/472 476/713/476 477/714/477
-f 477/714/477 473/709/473 472/708/472
-f 473/709/473 477/714/477 478/715/478
-f 478/715/478 474/710/474 473/709/473
-f 414/711/414 418/716/418 479/717/479
-f 479/717/479 475/712/475 414/711/414
-f 475/712/475 479/717/479 480/718/480
-f 480/718/480 476/713/476 475/712/475
-f 476/713/476 480/718/480 481/719/481
-f 481/719/481 477/714/477 476/713/476
-f 477/714/477 481/719/481 482/720/482
-f 482/720/482 478/715/478 477/714/477
-f 418/716/418 422/721/422 483/722/483
-f 483/722/483 479/717/479 418/716/418
-f 479/717/479 483/722/483 484/723/484
-f 484/723/484 480/718/480 479/717/479
-f 480/718/480 484/723/484 485/724/485
-f 485/724/485 481/719/481 480/718/480
-f 481/719/481 485/724/485 486/725/486
-f 486/725/486 482/720/482 481/719/481
-f 422/726/422 426/731/426 487/732/487
-f 487/732/487 483/727/483 422/726/422
-f 483/727/483 487/732/487 488/733/488
-f 488/733/488 484/728/484 483/727/483
-f 484/728/484 488/733/488 489/734/489
-f 489/734/489 485/729/485 484/728/484
-f 485/729/485 489/734/489 490/735/490
-f 490/735/490 486/730/486 485/729/485
-f 426/731/426 430/736/430 491/737/491
-f 491/737/491 487/732/487 426/731/426
-f 487/732/487 491/737/491 492/738/492
-f 492/738/492 488/733/488 487/732/487
-f 488/733/488 492/738/492 493/739/493
-f 493/739/493 489/734/489 488/733/488
-f 489/734/489 493/739/493 494/740/494
-f 494/740/494 490/735/490 489/734/489
-f 430/736/430 434/741/434 495/742/495
-f 495/742/495 491/737/491 430/736/430
-f 491/737/491 495/742/495 496/743/496
-f 496/743/496 492/738/492 491/737/491
-f 492/738/492 496/743/496 497/744/497
-f 497/744/497 493/739/493 492/738/492
-f 493/739/493 497/744/497 498/745/498
-f 498/745/498 494/740/494 493/739/493
-f 434/741/434 438/746/438 499/747/499
-f 499/747/499 495/742/495 434/741/434
-f 495/742/495 499/747/499 500/748/500
-f 500/748/500 496/743/496 495/742/495
-f 496/743/496 500/748/500 501/749/501
-f 501/749/501 497/744/497 496/743/496
-f 497/744/497 501/749/501 502/750/502
-f 502/750/502 498/745/498 497/744/497
-f 438/751/438 442/756/442 503/757/503
-f 503/757/503 499/752/499 438/751/438
-f 499/752/499 503/757/503 504/758/504
-f 504/758/504 500/753/500 499/752/499
-f 500/753/500 504/758/504 505/759/505
-f 505/759/505 501/754/501 500/753/500
-f 501/754/501 505/759/505 506/760/506
-f 506/760/506 502/755/502 501/754/501
-f 442/756/442 446/761/446 507/762/507
-f 507/762/507 503/757/503 442/756/442
-f 503/757/503 507/762/507 508/763/508
-f 508/763/508 504/758/504 503/757/503
-f 504/758/504 508/763/508 509/764/509
-f 509/764/509 505/759/505 504/758/504
-f 505/759/505 509/764/509 510/765/510
-f 510/765/510 506/760/506 505/759/505
-f 446/761/446 450/766/450 511/767/511
-f 511/767/511 507/762/507 446/761/446
-f 507/762/507 511/767/511 512/768/512
-f 512/768/512 508/763/508 507/762/507
-f 508/763/508 512/768/512 513/769/513
-f 513/769/513 509/764/509 508/763/508
-f 509/764/509 513/769/513 514/770/514
-f 514/770/514 510/765/510 509/764/509
-f 450/766/450 454/771/454 515/772/515
-f 515/772/515 511/767/511 450/766/450
-f 511/767/511 515/772/515 516/773/516
-f 516/773/516 512/768/512 511/767/511
-f 512/768/512 516/773/516 517/774/517
-f 517/774/517 513/769/513 512/768/512
-f 513/769/513 517/774/517 518/775/518
-f 518/775/518 514/770/514 513/769/513
-f 454/776/454 458/781/458 519/782/519
-f 519/782/519 515/777/515 454/776/454
-f 515/777/515 519/782/519 520/783/520
-f 520/783/520 516/778/516 515/777/515
-f 516/778/516 520/783/520 521/784/521
-f 521/784/521 517/779/517 516/778/516
-f 517/779/517 521/784/521 522/785/522
-f 522/785/522 518/780/518 517/779/517
-f 458/781/458 462/786/462 523/787/523
-f 523/787/523 519/782/519 458/781/458
-f 519/782/519 523/787/523 524/788/524
-f 524/788/524 520/783/520 519/782/519
-f 520/783/520 524/788/524 525/789/525
-f 525/789/525 521/784/521 520/783/520
-f 521/784/521 525/789/525 526/790/526
-f 526/790/526 522/785/522 521/784/521
-f 462/786/462 466/791/466 527/792/527
-f 527/792/527 523/787/523 462/786/462
-f 523/787/523 527/792/527 528/793/528
-f 528/793/528 524/788/524 523/787/523
-f 524/788/524 528/793/528 529/794/529
-f 529/794/529 525/789/525 524/788/524
-f 525/789/525 529/794/529 530/795/530
-f 530/795/530 526/790/526 525/789/525
-f 466/791/466 406/796/406 467/797/467
-f 467/797/467 527/792/527 466/791/466
-f 527/792/527 467/797/467 468/798/468
-f 468/798/468 528/793/528 527/792/527
-f 528/793/528 468/798/468 469/799/469
-f 469/799/469 529/794/529 528/793/528
-f 529/794/529 469/799/469 470/800/470
-f 470/800/470 530/795/530 529/794/529
-# 992 faces
-
-g
diff --git a/WebCore/manual-tests/webgl/resources/utils3d.js b/WebCore/manual-tests/webgl/resources/utils3d.js
deleted file mode 100644
index dc1e3cb..0000000
--- a/WebCore/manual-tests/webgl/resources/utils3d.js
+++ /dev/null
@@ -1,540 +0,0 @@
-//
-// initWebGL
-//
-// Initialize the Canvas element with the passed name as a WebGL object and return the
-// WebGLRenderingContext. 
-//
-// Load shaders with the passed names and create a program with them. Return this program 
-// in the 'program' property of the returned context.
-//
-// For each string in the passed attribs array, bind an attrib with that name at that index.
-// Once the attribs are bound, link the program and then use it.
-//
-// Set the clear color to the passed array (4 values) and set the clear depth to the passed value.
-// Enable depth testing and blending with a blend func of (SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
-//
-// A console function is added to the context: console(string). This can be replaced
-// by the caller. By default, it maps to the window.console() function on WebKit and to
-// an empty function on other browsers.
-//
-function initWebGL(canvasName, vshader, fshader, attribs, clearColor, clearDepth)
-{
-    var canvas = document.getElementById(canvasName);
-    var gl = canvas.getContext("experimental-webgl");
-    if (!gl) {
-        alert("No WebGL context found");
-        return null;
-    }
-    
-    // Add a console
-    gl.console = ("console" in window) ? window.console : { log: function() { } };
-
-    // create our shaders
-    var vertexShader = loadShader(gl, vshader);
-    var fragmentShader = loadShader(gl, fshader);
-
-    if (!vertexShader || !fragmentShader)
-        return null;
-
-    // Create the program object
-    gl.program = gl.createProgram();
-
-    if (!gl.program)
-        return null;
-
-    // Attach our two shaders to the program
-    gl.attachShader (gl.program, vertexShader);
-    gl.attachShader (gl.program, fragmentShader);
-
-    // Bind attributes
-    for (var i in attribs)
-        gl.bindAttribLocation (gl.program, i, attribs[i]);
-
-    // Link the program
-    gl.linkProgram(gl.program);
-
-    // Check the link status
-    var linked = gl.getProgramParameter(gl.program, gl.LINK_STATUS);
-    if (!linked) {
-        // something went wrong with the link
-        var error = gl.getProgramInfoLog (gl.program);
-        gl.console.log("Error in program linking:"+error);
-
-        gl.deleteProgram(gl.program);
-        gl.deleteProgram(fragmentShader);
-        gl.deleteProgram(vertexShader);
-
-        return null;
-    }
-
-    gl.useProgram(gl.program);
-
-    gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
-    gl.clearDepth(clearDepth);
-
-    gl.enable(gl.DEPTH_TEST);
-    gl.enable(gl.BLEND);
-    gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
-
-    return gl;
-}
-
-//
-// loadShader
-//
-// 'shaderId' is the id of a <script> element containing the shader source string.
-// Load this shader and return the WebGLShader object corresponding to it.
-//
-function loadShader(ctx, shaderId)
-{
-    var shaderScript = document.getElementById(shaderId);
-    if (!shaderScript) {
-        ctx.console.log("*** Error: shader script '"+shaderId+"' not found");
-        return null;
-    }
-        
-    if (shaderScript.type == "x-shader/x-vertex")
-        var shaderType = ctx.VERTEX_SHADER;
-    else if (shaderScript.type == "x-shader/x-fragment")
-        var shaderType = ctx.FRAGMENT_SHADER;
-    else {
-        ctx.console.log("*** Error: shader script '"+shaderId+"' of undefined type '"+shaderScript.type+"'");       
-        return null;
-    }
-
-    // Create the shader object
-    var shader = ctx.createShader(shaderType);
-    if (shader == null) {
-        ctx.console.log("*** Error: unable to create shader '"+shaderId+"'");       
-        return null;
-    }
-
-    // Load the shader source
-    ctx.shaderSource(shader, shaderScript.text);
-
-    // Compile the shader
-    ctx.compileShader(shader);
-
-    // Check the compile status
-    var compiled = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS);
-    if (!compiled) {
-        // Something went wrong during compilation; get the error
-        var error = ctx.getShaderInfoLog(shader);
-        ctx.console.log("*** Error compiling shader '"+shaderId+"':"+error);
-        ctx.deleteShader(shader);
-        return null;
-    }
-
-    return shader;
-}
-
-// 
-// makeBox
-//
-// Create a box with vertices, normals and texCoords. Create VBOs for each as well as the index array.
-// Return an object with the following properties:
-//
-//  normalObject        WebGLBuffer object for normals
-//  texCoordObject      WebGLBuffer object for texCoords
-//  vertexObject        WebGLBuffer object for vertices
-//  indexObject         WebGLBuffer object for indices
-//  numIndices          The number of indices in the indexObject
-// 
-function makeBox(ctx)
-{
-    // box
-    //    v6----- v5
-    //   /|      /|
-    //  v1------v0|
-    //  | |     | |
-    //  | |v7---|-|v4
-    //  |/      |/
-    //  v2------v3
-    //
-    // vertex coords array
-    var vertices = new WebGLFloatArray(
-        [  1, 1, 1,  -1, 1, 1,  -1,-1, 1,   1,-1, 1,    // v0-v1-v2-v3 front
-           1, 1, 1,   1,-1, 1,   1,-1,-1,   1, 1,-1,    // v0-v3-v4-v5 right
-           1, 1, 1,   1, 1,-1,  -1, 1,-1,  -1, 1, 1,    // v0-v5-v6-v1 top
-          -1, 1, 1,  -1, 1,-1,  -1,-1,-1,  -1,-1, 1,    // v1-v6-v7-v2 left
-          -1,-1,-1,   1,-1,-1,   1,-1, 1,  -1,-1, 1,    // v7-v4-v3-v2 bottom
-           1,-1,-1,  -1,-1,-1,  -1, 1,-1,   1, 1,-1 ]   // v4-v7-v6-v5 back
-    );
-
-    // normal array
-    var normals = new WebGLFloatArray(
-        [  0, 0, 1,   0, 0, 1,   0, 0, 1,   0, 0, 1,     // v0-v1-v2-v3 front
-           1, 0, 0,   1, 0, 0,   1, 0, 0,   1, 0, 0,     // v0-v3-v4-v5 right
-           0, 1, 0,   0, 1, 0,   0, 1, 0,   0, 1, 0,     // v0-v5-v6-v1 top
-          -1, 0, 0,  -1, 0, 0,  -1, 0, 0,  -1, 0, 0,     // v1-v6-v7-v2 left
-           0,-1, 0,   0,-1, 0,   0,-1, 0,   0,-1, 0,     // v7-v4-v3-v2 bottom
-           0, 0,-1,   0, 0,-1,   0, 0,-1,   0, 0,-1 ]    // v4-v7-v6-v5 back
-       );
-
-
-    // texCoord array
-    var texCoords = new WebGLFloatArray(
-        [  1, 1,   0, 1,   0, 0,   1, 0,    // v0-v1-v2-v3 front
-           0, 1,   0, 0,   1, 0,   1, 1,    // v0-v3-v4-v5 right
-           1, 0,   1, 1,   0, 1,   0, 0,    // v0-v5-v6-v1 top
-           1, 1,   0, 1,   0, 0,   1, 0,    // v1-v6-v7-v2 left
-           0, 0,   1, 0,   1, 1,   0, 1,    // v7-v4-v3-v2 bottom
-           0, 0,   1, 0,   1, 1,   0, 1 ]   // v4-v7-v6-v5 back
-       );
-
-    // index array
-    var indices = new WebGLUnsignedByteArray(
-        [  0, 1, 2,   0, 2, 3,    // front
-           4, 5, 6,   4, 6, 7,    // right
-           8, 9,10,   8,10,11,    // top
-          12,13,14,  12,14,15,    // left
-          16,17,18,  16,18,19,    // bottom
-          20,21,22,  20,22,23 ]   // back
-      );
-
-    var retval = { };
-    
-    retval.normalObject = ctx.createBuffer();
-    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.normalObject);
-    ctx.bufferData(ctx.ARRAY_BUFFER, normals, ctx.STATIC_DRAW);
-    
-    retval.texCoordObject = ctx.createBuffer();
-    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject);
-    ctx.bufferData(ctx.ARRAY_BUFFER, texCoords, ctx.STATIC_DRAW);
-
-    retval.vertexObject = ctx.createBuffer();
-    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject);
-    ctx.bufferData(ctx.ARRAY_BUFFER, vertices, ctx.STATIC_DRAW);
-    
-    ctx.bindBuffer(ctx.ARRAY_BUFFER, null);
-
-    retval.indexObject = ctx.createBuffer();
-    ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, retval.indexObject);
-    ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, indices, ctx.STATIC_DRAW);
-    ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null);
-    
-    retval.numIndices = indices.length;
-
-    return retval;
-}
-
-// 
-// makeSphere
-//
-// Create a sphere with the passed number of latitude and longitude bands and the passed radius. 
-// Sphere has vertices, normals and texCoords. Create VBOs for each as well as the index array.
-// Return an object with the following properties:
-//
-//  normalObject        WebGLBuffer object for normals
-//  texCoordObject      WebGLBuffer object for texCoords
-//  vertexObject        WebGLBuffer object for vertices
-//  indexObject         WebGLBuffer object for indices
-//  numIndices          The number of indices in the indexObject
-// 
-function makeSphere(ctx, radius, lats, longs)
-{
-    var geometryData = [ ];
-    var normalData = [ ];
-    var texCoordData = [ ];
-    var indexData = [ ];
-    
-    for (var latNumber = 0; latNumber <= lats; ++latNumber) {
-        for (var longNumber = 0; longNumber <= longs; ++longNumber) {
-            var theta = latNumber * Math.PI / lats;
-            var phi = longNumber * 2 * Math.PI / longs;
-            var sinTheta = Math.sin(theta);
-            var sinPhi = Math.sin(phi);
-            var cosTheta = Math.cos(theta);
-            var cosPhi = Math.cos(phi);
-            
-            var x = cosPhi * sinTheta;
-            var y = cosTheta;
-            var z = sinPhi * sinTheta;
-            var u = 1-(longNumber/longs);
-            var v = latNumber/lats;
-            
-            normalData.push(x);
-            normalData.push(y);
-            normalData.push(z);
-            texCoordData.push(u);
-            texCoordData.push(v);
-            geometryData.push(radius * x);
-            geometryData.push(radius * y);
-            geometryData.push(radius * z);
-        }
-    }
-    
-    for (var latNumber = 0; latNumber < lats; ++latNumber) {
-        for (var longNumber = 0; longNumber < longs; ++longNumber) {
-            var first = (latNumber * (longs+1)) + longNumber;
-            var second = first + longs + 1;
-            indexData.push(first);
-            indexData.push(second);
-            indexData.push(first+1);
-
-            indexData.push(second);
-            indexData.push(second+1);
-            indexData.push(first+1);
-        }
-    }
-    
-    var retval = { };
-    
-    retval.normalObject = ctx.createBuffer();
-    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.normalObject);
-    ctx.bufferData(ctx.ARRAY_BUFFER, new WebGLFloatArray(normalData), ctx.STATIC_DRAW);
-
-    retval.texCoordObject = ctx.createBuffer();
-    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject);
-    ctx.bufferData(ctx.ARRAY_BUFFER, new WebGLFloatArray(texCoordData), ctx.STATIC_DRAW);
-
-    retval.vertexObject = ctx.createBuffer();
-    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject);
-    ctx.bufferData(ctx.ARRAY_BUFFER, new WebGLFloatArray(geometryData), ctx.STATIC_DRAW);
-    
-    retval.numIndices = indexData.length;
-    retval.indexObject = ctx.createBuffer();
-    ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, retval.indexObject);
-    ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, new WebGLUnsignedShortArray(indexData), ctx.STREAM_DRAW);
-    
-    return retval;
-}
-
-//
-// loadObj
-//
-// Load a .obj file from the passed URL. Return an object with a 'loaded' property set to false.
-// When the object load is complete, the 'loaded' property becomes true and the following 
-// properties are set:
-//
-//  normalObject        WebGLBuffer object for normals
-//  texCoordObject      WebGLBuffer object for texCoords
-//  vertexObject        WebGLBuffer object for vertices
-//  indexObject         WebGLBuffer object for indices
-//  numIndices          The number of indices in the indexObject
-//  
-function loadObj(ctx, url)
-{
-    var obj = { loaded : false };
-    obj.ctx = ctx;
-    var req = new XMLHttpRequest();
-    req.obj = obj;
-    req.onreadystatechange = function () { processLoadObj(req) };
-    req.open("GET", url, true);
-    req.send(null);
-    return obj;
-}
-
-function processLoadObj(req) 
-{
-    req.obj.ctx.console.log("req="+req)
-    // only if req shows "complete"
-    if (req.readyState == 4) {
-        doLoadObj(req.obj, req.responseText);
-    }
-}
-
-function doLoadObj(obj, text)
-{
-    vertexArray = [ ];
-    normalArray = [ ];
-    textureArray = [ ];
-    indexArray = [ ];
-    
-    var vertex = [ ];
-    var normal = [ ];
-    var texture = [ ];
-    var facemap = { };
-    var index = 0;
-        
-    var lines = text.split("\n");
-    for (var lineIndex in lines) {
-        var line = lines[lineIndex].replace(/[ \t]+/g, " ").replace(/\s\s*$/, "");
-        
-        // ignore comments
-        if (line[0] == "#")
-            continue;
-            
-        var array = line.split(" ");
-        if (array[0] == "v") {
-            // vertex
-            vertex.push(parseFloat(array[1]));
-            vertex.push(parseFloat(array[2]));
-            vertex.push(parseFloat(array[3]));
-        }
-        else if (array[0] == "vt") {
-            // normal
-            texture.push(parseFloat(array[1]));
-            texture.push(parseFloat(array[2]));
-        }
-        else if (array[0] == "vn") {
-            // normal
-            normal.push(parseFloat(array[1]));
-            normal.push(parseFloat(array[2]));
-            normal.push(parseFloat(array[3]));
-        }
-        else if (array[0] == "f") {
-            // face
-            if (array.length != 4) {
-                obj.ctx.console.log("*** Error: face '"+line+"' not handled");
-                continue;
-            }
-            
-            for (var i = 1; i < 4; ++i) {
-                if (!(array[i] in facemap)) {
-                    // add a new entry to the map and arrays
-                    var f = array[i].split("/");
-                    var vtx, nor, tex;
-                    
-                    if (f.length == 1) {
-                        vtx = parseInt(f[0]) - 1;
-                        nor = vtx;
-                        tex = vtx;
-                    }
-                    else if (f.length = 3) {
-                        vtx = parseInt(f[0]) - 1;
-                        tex = parseInt(f[1]) - 1;
-                        nor = parseInt(f[2]) - 1;
-                    }
-                    else {
-                        obj.ctx.console.log("*** Error: did not understand face '"+array[i]+"'");
-                        return null;
-                    }
-                    
-                    // do the vertices
-                    var x = 0;
-                    var y = 0;
-                    var z = 0;
-                    if (vtx * 3 + 2 < vertex.length) {
-                        x = vertex[vtx*3];
-                        y = vertex[vtx*3+1];
-                        z = vertex[vtx*3+2];
-                    }
-                    vertexArray.push(x);
-                    vertexArray.push(y);
-                    vertexArray.push(z);
-                    
-                    // do the textures
-                    x = 0;
-                    y = 0;
-                    if (tex * 2 + 1 < texture.length) {
-                        x = texture[tex*2];
-                        y = texture[tex*2+1];
-                    }
-                    textureArray.push(x);
-                    textureArray.push(y);
-                    
-                    // do the normals
-                    x = 0;
-                    y = 0;
-                    z = 1;
-                    if (nor * 3 + 2 < normal.length) {
-                        x = normal[nor*3];
-                        y = normal[nor*3+1];
-                        z = normal[nor*3+2];
-                    }
-                    normalArray.push(x);
-                    normalArray.push(y);
-                    normalArray.push(z);
-                    
-                    facemap[array[i]] = index++;
-                }
-                
-                indexArray.push(facemap[array[i]]);
-            }
-        }
-    }
-
-    // set the VBOs
-    obj.normalObject = obj.ctx.createBuffer();
-    obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.normalObject);
-    obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new WebGLFloatArray(normalArray), obj.ctx.STATIC_DRAW);
-
-    obj.texCoordObject = obj.ctx.createBuffer();
-    obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.texCoordObject);
-    obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new WebGLFloatArray(textureArray), obj.ctx.STATIC_DRAW);
-
-    obj.vertexObject = obj.ctx.createBuffer();
-    obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.vertexObject);
-    obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new WebGLFloatArray(vertexArray), obj.ctx.STATIC_DRAW);
-    
-    obj.numIndices = indexArray.length;
-    obj.indexObject = obj.ctx.createBuffer();
-    obj.ctx.bindBuffer(obj.ctx.ELEMENT_ARRAY_BUFFER, obj.indexObject);
-    obj.ctx.bufferData(obj.ctx.ELEMENT_ARRAY_BUFFER, new WebGLUnsignedShortArray(indexArray), obj.ctx.STREAM_DRAW);
-    
-    obj.loaded = true;
-}
-
-//
-// loadImageTexture
-//
-// Load the image at the passed url, place it in a new WebGLTexture object and return the WebGLTexture.
-//
-function loadImageTexture(ctx, url)
-{
-    var texture = ctx.createTexture();
-    texture.image = new Image();
-    texture.image.onload = function() { doLoadImageTexture(ctx, texture.image, texture) }
-    texture.image.src = url;
-    return texture;
-}
-
-function doLoadImageTexture(ctx, image, texture)
-{
-    ctx.enable(ctx.TEXTURE_2D);
-    ctx.bindTexture(ctx.TEXTURE_2D, texture);
-    ctx.texImage2D(ctx.TEXTURE_2D, 0, image);
-    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MAG_FILTER, ctx.LINEAR);
-    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MIN_FILTER, ctx.LINEAR_MIPMAP_LINEAR);
-    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_WRAP_S, ctx.CLAMP_TO_EDGE);
-    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_WRAP_T, ctx.CLAMP_TO_EDGE);
-    ctx.generateMipmap(ctx.TEXTURE_2D)
-    ctx.bindTexture(ctx.TEXTURE_2D, null);
-}
-
-//
-// Framerate object
-//
-// This object keeps track of framerate and displays it as the innerHTML text of the 
-// HTML element with the passed id. Once created you call snapshot at the end
-// of every rendering cycle. Every 500ms the framerate is updated in the HTML element.
-//
-Framerate = function(id)
-{
-    this.numFramerates = 10;
-    this.framerateUpdateInterval = 500;
-    this.id = id;
-
-    this.renderTime = -1;
-    this.framerates = [ ];
-    self = this;
-    var fr = function() { self.updateFramerate() }
-    setInterval(fr, this.framerateUpdateInterval);
-}
-
-Framerate.prototype.updateFramerate = function()
-{
-    var tot = 0;
-    for (var i = 0; i < this.framerates.length; ++i)
-        tot += this.framerates[i];
-        
-    var framerate = tot / this.framerates.length;
-    framerate = Math.round(framerate);
-    document.getElementById(this.id).innerHTML = "Framerate:"+framerate+"fps";
-}
-
-Framerate.prototype.snapshot = function()
-{
-    if (this.renderTime < 0)
-        this.renderTime = new Date().getTime();
-    else {
-        var newTime = new Date().getTime();
-        var t = newTime - this.renderTime;
-        var framerate = 1000/t;
-        this.framerates.push(framerate);
-        while (this.framerates.length > this.numFramerates)
-            this.framerates.shift();
-        this.renderTime = newTime;
-    }
-}

-- 
WebKit Debian packaging



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