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Theneva

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Oct 22nd, 2014
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  1. var longitudeBands = 30;
  2. var radius = 2;
  3. var vertexPositionBuffer;
  4. var vertexNormalBuffer;
  5. var vertexTextureCoordBuffer; var vertexIndexBuffer;
  6. var vertexPositionData = [];
  7. var normalData = [];
  8. var textureCoordData = [];
  9. for (var latNumber = 0; latNumber <= latitudeBands; latNumber++) {
  10. var theta = latNumber * Math.PI / latitudeBands;
  11. var sinTheta = Math.sin(theta);
  12. var cosTheta = Math.cos(theta);
  13. for (var longNumber = 0; longNumber <= longitudeBands;
  14. longNumber++) {
  15. var phi = longNumber * 2 * Math.PI / longitudeBands; var sinPhi = Math.sin(phi);
  16. var cosPhi = Math.cos(phi);
  17. var x = cosPhi * sinTheta;
  18. var y = cosTheta;
  19. var z = sinPhi * sinTheta;
  20. var u = 1- (longNumber / longitudeBands);
  21. var v = latNumber / latitudeBands; normalData.push(x);
  22. normalData.push(y);
  23. normalData.push(z);
  24. textureCoordData.push(u);
  25. textureCoordData.push(v); vertexPositionData.push(radius * x); vertexPositionData.push(radius * y); vertexPositionData.push(radius * z);
  26. } }
  27. var indexData = [];
  28. for (var latNumber = 0; latNumber < latitudeBands; latNumber++) {
  29. for (var longNumber = 0; longNumber < longitudeBands; longNumber++)textureCoordData.length / 2; vertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(vertexPositionData), gl.STATIC_DRAW); vertexPositionBuffer.itemSize = 3;
  30. vertexPositionBuffer.numItems = vertexPositionData.length / 3;
  31.  
  32. vertexIndexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vertexIndexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new WebGLUnsignedShortArray(indexData), gl.STREAM_DRAW); vertexIndexBuffer.itemSize = 3;
  33. vertexIndexBuffer.numItems = indexData.length;
  34. var first = (latNumber * (longitudeBands + 1)) + longNumber; var second = first + longitudeBands + 1; indexData.push(first);
  35. indexData.push(second);
  36. indexData.push(first + 1);
  37. indexData.push(second);
  38. indexData.push(second + 1);
  39. indexData.push(first + 1);
  40. } }
  41. vertexNormalBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexNormalBuffer); gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(normalData), gl.STATIC_DRAW);
  42. vertexNormalBuffer.itemSize = 3;
  43. vertexNormalBuffer.numItems = normalData.length / 3; vertexTextureCoordBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexTextureCoordBuffer); gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(textureCoordData), gl.STATIC_DRAW); vertexTextureCoordBuffer.itemSize = 2; vertexTextureCoordBuffer.numItems =
  44.  textureCoordData.length / 2; vertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(vertexPositionData), gl.STATIC_DRAW); vertexPositionBuffer.itemSize = 3;
  45. vertexPositionBuffer.numItems = vertexPositionData.length / 3; vertexIndexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vertexIndexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new WebGLUnsignedShortArray(indexData), gl.STREAM_DRAW); vertexIndexBuffer.itemSize = 3;
  46. vertexIndexBuffer.numItems = indexData.length;
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