changeset 26:933062d8e917

update library J3DI.js J3DMath.js
author NOBUYASU Oshiro
date Tue, 09 Nov 2010 00:03:42 +0900
parents e8c591a01a8e
children e3a50cb29c85
files webGL/dandy/dandy.html webGL/dandy/resources/J3DI.js webGL/dandy/resources/J3DI.js.old webGL/dandy/resources/J3DI.js~ webGL/dandy/resources/J3DIMath.js.old webGL/dandy/resources/parse.js~
diffstat 6 files changed, 2447 insertions(+), 11 deletions(-) [+]
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/webGL/dandy/dandy.html	Tue Nov 09 00:03:42 2010 +0900
@@ -0,0 +1,206 @@
+<!DOCTYPE html> 
+
+<html> 
+	<head> 
+		<meta http-equiv="Content-Type" content="text/html;charset=UTF-8">
+		<title>WebGL dandy</title> 
+		<script src="resources/J3DI.js"> </script>    
+		<script src="resources/J3DIMath.js"> </script>
+		<script src="resources/jkl-parsexml.js"> </script>    
+		<script src="resources/makePanel.js"> </script> 
+		<script src="resources/Character_state.js"> </script> 
+		<script src="resources/Character.js"> </script> 
+		<script src="resources/schedule.js"> </script> 
+		<script src="resources/Player.js"> </script> 
+		<script src="resources/enemy.js"> </script> 
+		<script src="resources/bullet.js"> </script> 
+		<script src="resources/collision.js"> </script> 
+		<script src="resources/constKey.js"> </script> 
+		<script src="resources/keybord.js"> </script> 
+		<script src="resources/boss.js"> </script> 
+		<script src="resources/parse.js"> </script> 
+		<script src="resources/bom.js"> </script> 
+		<script src="resources/pause.js"> </script> 
+		<script src="resources/tama.js"> </script> 
+		<script src="resources/sankaku.js"> </script> 
+		<script src="resources/syokika.js"> </script> 
+		<script src="resources/sound.js"> </script> 
+		<script src="resources/const.js"> </script> 
+		<script src="resources/charaTable.js"> </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 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">
+#ifdef GL_ES
+    precision mediump float;
+#endif
+    
+        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);
+				//		        if(color.a == 1)color=vec4(1,0,0,1);
+				//		        else color=vec4(0,1,1,1);
+				gl_FragColor = vec4(color.xyz * v_Dot, color.a);
+				//				gl_FragColor = vec4(color.xyz * v_Dot, 0.5);
+			}
+			</script> 
+		
+		<script> 
+			
+			//画面(canvas)の大きさ
+			var w = 1024;
+			var h = 640;
+			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);
+				
+				sankakuf();//mycos,mysinの作成 sankaku.js
+				parseXml(gl);//parse.js
+		        initEnemyTable(gl);//parseXmlの後に呼ぶこと
+
+				return gl;
+			}
+			
+			width = -1;
+			height = -1;
+			
+			function reshape(ctx, ortho)
+			{
+				var canvas = document.getElementById('example');
+				if (canvas.width == width && canvas.width == height)
+				return;
+				
+				
+				width = canvas.width;
+				height = canvas.height;
+				
+				ctx.viewport(0, 0, width, height);
+				
+                ctx.perspectiveMatrix = new J3DIMatrix4();
+//				ctx.perspectiveMatrix.ortho(50, -150, 0, -140, -1000, 10000);
+				ctx.perspectiveMatrix.ortho(ortho.left, -ortho.right, ortho.top, -ortho.bottom, 0, 10000);
+
+//	           ctx.perspectiveMatrix.perspective(30, width/height, 1, 10000);
+			}
+			
+			
+			
+			function loop(ctx, ortho)
+			{
+				reshape(ctx, ortho);
+				ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT);
+				
+				Player(ctx, jiki, pad, ortho);
+				
+				obj_draw(ctx);
+				
+				PutBom(ctx);
+				pause();
+				
+				
+				ctx.flush();
+				
+				filpcount++;
+				schedule();
+				
+				state_update();
+				
+				collision_detect();
+				delete_obj( ctx )
+				
+				framerate.snapshot();
+			}
+
+			function opening(ctx, ortho)
+			{
+				reshape(ctx, ortho);
+				ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT);
+				
+				PutSpriteF(ctx, 100, 70, 1, font[10]);
+				PutSpriteF(ctx, 170, 50, 1, font[11]);
+				PutSpriteF(ctx, 40, 120, 1, font[12]);	
+
+				ctx.flush();
+				
+				if(pad.start == 0) {setTimeout(o, 100);}
+				if(pad.start != 0) {
+					jiki.bf = true;
+					pad.st = 1;
+					gameflage = 1;
+                    SoundPlay(0);
+					setInterval(f, 10);
+				}
+			}
+			function start()
+			{
+				var ortho = makeOrthoPara(0,200,140,0);
+				
+				var c = document.getElementById("example");
+				
+				
+				//画面の大きさ
+				c.width = w;
+				c.height = h;
+				
+				var ctx = init();
+		
+				
+            currentAngle = 0;
+            incAngle = 10;
+				f = function() { loop(ctx, ortho) };
+				o = function() {opening(ctx, ortho)}
+				setTimeout(o, 10);
+				framerate = new Framerate("framerate");
+			}
+			</script> 
+		<style type="text/css"> 
+			canvas {
+				border: 2px solid black;
+			}
+			</style> 
+	</head> 
+	<body onload="start()" onkeydown="keybordDown()" onkeypress="keybordPress()" onkeyup="keybordUp()" style='overflow:hidden'>
+		<!--<body onload = "start()" style='overflow:hidden'> -->
+		<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> 
+		
+		<img id="test" style="border:1px solid red">
+			
+			</body> 
+</html> 
--- a/webGL/dandy/resources/J3DI.js	Fri Nov 05 08:40:26 2010 +0900
+++ b/webGL/dandy/resources/J3DI.js	Tue Nov 09 00:03:42 2010 +0900
@@ -72,7 +72,7 @@
     gl.attachShader (gl.program, fragmentShader);
 
     // Bind attributes
-    for (var i in attribs)
+    for (var i = 0; i < attribs.length; ++i)
         gl.bindAttribLocation (gl.program, i, attribs[i]);
 
     // Link the program
@@ -97,7 +97,7 @@
     gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
     gl.clearDepth(clearDepth);
 
-//    gl.enable(gl.DEPTH_TEST);
+    //    gl.enable(gl.DEPTH_TEST);
     gl.enable(gl.BLEND);
     gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
 
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/webGL/dandy/resources/J3DI.js.old	Tue Nov 09 00:03:42 2010 +0900
@@ -0,0 +1,583 @@
+/*
+ * Copyright (C) 2009 Apple Inc. All Rights Reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ *    notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ *    notice, this list of conditions and the following disclaimer in the
+ *    documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+//
+// 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 Float32Array(
+        [  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 Float32Array(
+        [  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 Float32Array(
+        [  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 Uint8Array(
+        [  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 Float32Array(normalData), ctx.STATIC_DRAW);
+
+    retval.texCoordObject = ctx.createBuffer();
+    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject);
+    ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(texCoordData), ctx.STATIC_DRAW);
+
+    retval.vertexObject = ctx.createBuffer();
+    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject);
+    ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(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 Uint16Array(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;
+
+    // This is a map which associates a range of indices with a name
+    // The name comes from the 'g' tag (of the form "g NAME"). Indices
+    // are part of one group until another 'g' tag is seen. If any indices
+    // come before a 'g' tag, it is given the group name "_unnamed"
+    // 'group' is an object whose property names are the group name and
+    // whose value is a 2 element array with [<first index>, <num indices>]
+    var groups = { };
+    var currentGroup = [-1, 0];
+    groups["_unnamed"] = currentGroup;
+
+    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] == "g") {
+            // new group
+            currentGroup = [indexArray.length, 0];
+            groups[array[1]] = currentGroup;
+        }
+        else 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]]);
+                currentGroup[1]++;
+            }
+        }
+    }
+
+    // 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 Float32Array(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 Float32Array(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 Float32Array(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 Uint16Array(indexArray), obj.ctx.STREAM_DRAW);
+
+    obj.groups = groups;
+
+    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.bindTexture(ctx.TEXTURE_2D, texture);
+    ctx.texImage2D(
+        ctx.TEXTURE_2D, 0, ctx.RGBA, ctx.RGBA, ctx.UNSIGNED_BYTE, image);
+    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MAG_FILTER, ctx.LINEAR);
+    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MIN_FILTER, ctx.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;
+    }
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/webGL/dandy/resources/J3DI.js~	Tue Nov 09 00:03:42 2010 +0900
@@ -0,0 +1,583 @@
+/*
+ * Copyright (C) 2009 Apple Inc. All Rights Reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ *    notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ *    notice, this list of conditions and the following disclaimer in the
+ *    documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+//
+// 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 = 0; i < attribs.length; ++i)
+        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 Float32Array(
+        [  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 Float32Array(
+        [  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 Float32Array(
+        [  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 Uint8Array(
+        [  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 Float32Array(normalData), ctx.STATIC_DRAW);
+
+    retval.texCoordObject = ctx.createBuffer();
+    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject);
+    ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(texCoordData), ctx.STATIC_DRAW);
+
+    retval.vertexObject = ctx.createBuffer();
+    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject);
+    ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(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 Uint16Array(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;
+
+    // This is a map which associates a range of indices with a name
+    // The name comes from the 'g' tag (of the form "g NAME"). Indices
+    // are part of one group until another 'g' tag is seen. If any indices
+    // come before a 'g' tag, it is given the group name "_unnamed"
+    // 'group' is an object whose property names are the group name and
+    // whose value is a 2 element array with [<first index>, <num indices>]
+    var groups = { };
+    var currentGroup = [-1, 0];
+    groups["_unnamed"] = currentGroup;
+
+    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] == "g") {
+            // new group
+            currentGroup = [indexArray.length, 0];
+            groups[array[1]] = currentGroup;
+        }
+        else 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]]);
+                currentGroup[1]++;
+            }
+        }
+    }
+
+    // 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 Float32Array(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 Float32Array(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 Float32Array(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 Uint16Array(indexArray), obj.ctx.STREAM_DRAW);
+
+    obj.groups = groups;
+
+    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.bindTexture(ctx.TEXTURE_2D, texture);
+    ctx.texImage2D(
+        ctx.TEXTURE_2D, 0, ctx.RGBA, ctx.RGBA, ctx.UNSIGNED_BYTE, image);
+    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MAG_FILTER, ctx.LINEAR);
+    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MIN_FILTER, ctx.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;
+    }
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/webGL/dandy/resources/J3DIMath.js.old	Tue Nov 09 00:03:42 2010 +0900
@@ -0,0 +1,1065 @@
+/*
+ * Copyright (C) 2009 Apple Inc. All Rights Reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ *    notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ *    notice, this list of conditions and the following disclaimer in the
+ *    documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+ // J3DI (Jedi) - A support library for WebGL.
+
+/*
+    J3DI Math Classes. Currently includes:
+
+        J3DIMatrix4 - A 4x4 Matrix
+*/
+
+/*
+    J3DIMatrix4 class
+
+    This class implements a 4x4 matrix. It has functions which duplicate the
+    functionality of the OpenGL matrix stack and glut functions. On browsers
+    that support it, CSSMatrix is used to accelerate operations.
+
+    IDL:
+
+    [
+        Constructor(in J3DIMatrix4 matrix),                 // copy passed matrix into new J3DIMatrix4
+        Constructor(in sequence<float> array)               // create new J3DIMatrix4 with 16 floats (row major)
+        Constructor()                                       // create new J3DIMatrix4 with identity matrix
+    ]
+    interface J3DIMatrix4 {
+        void load(in J3DIMatrix4 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
+        Float32Array getAsFloat32Array();             // return the matrix as a Float32Array with 16 values
+        void setUniform(in WebGLRenderingContext ctx,       // Send the matrix to the passed uniform location in the passed context
+                        in WebGLUniformLocation loc,
+                        in boolean transpose);
+        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 translate(in J3DVector3 v);                    // 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 scale(in J3DVector3 v);                        // 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 rotate(in float angle, in J3DVector3 v);       // multiply the matrix by passed rotation values on the right
+                                                            // (angle is in degrees)
+        void multiply(in CanvasMatrix matrix);              // multiply the matrix by the passed matrix on the right
+        void divide(in float divisor);                      // divide the matrix by the passed divisor
+        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 J3DVector3 eye,                      // multiply the matrix by the passed lookat
+                in J3DVector3 center,  in J3DVector3 up);   // values on the right
+         bool decompose(in J3DVector3 translate,            // decompose the matrix into the passed vector
+                        in J3DVector3 rotate,
+                        in J3DVector3 scale,
+                        in J3DVector3 skew,
+                        in sequence<float> perspective);
+    }
+
+    [
+        Constructor(in J3DVector3 vector),                  // copy passed vector into new J3DVector3
+        Constructor(in sequence<float> array)               // create new J3DVector3 with 3 floats from array
+        Constructor(in float x, in float y, in float z)     // create new J3DVector3 with 3 floats
+        Constructor()                                       // create new J3DVector3 with (0,0,0)
+    ]
+    interface J3DVector3 {
+        void load(in J3DVector3 vector);                    // copy the values from the passed vector
+        void load(in sequence<float> array);                // copy 3 floats into the vector from array
+        void load(in float x, in float y, in float z);      // copy 3 floats into the vector
+        sequence<float> getAsArray();                       // return the vector as an array of 3 floats
+        Float32Array getAsFloat32Array();             // return the matrix as a Float32Array with 16 values
+        void multMatrix(in J3DIMatrix4 matrix);             // multiply the vector by the passed matrix (on the right)
+        float vectorLength();                               // return the length of the vector
+        float dot();                                        // return the dot product of the vector
+        void cross(in J3DVector3 v);                        // replace the vector with vector x v
+        void divide(in float divisor);                      // divide the vector by the passed divisor
+    }
+*/
+
+J3DIHasCSSMatrix = false;
+J3DIHasCSSMatrixCopy = false;
+/*
+if ("WebKitCSSMatrix" in window && ("media" in window && window.media.matchMedium("(-webkit-transform-3d)")) ||
+                                   ("styleMedia" in window && window.styleMedia.matchMedium("(-webkit-transform-3d)"))) {
+    J3DIHasCSSMatrix = true;
+    if ("copy" in WebKitCSSMatrix.prototype)
+        J3DIHasCSSMatrixCopy = true;
+}
+*/
+
+//  console.log("J3DIHasCSSMatrix="+J3DIHasCSSMatrix);
+//  console.log("J3DIHasCSSMatrixCopy="+J3DIHasCSSMatrixCopy);
+
+//
+// J3DIMatrix4
+//
+J3DIMatrix4 = function(m)
+{
+    if (J3DIHasCSSMatrix)
+        this.$matrix = new WebKitCSSMatrix;
+    else
+        this.$matrix = new Object;
+
+    if (typeof m == 'object') {
+        if ("length" in m && m.length >= 16) {
+            this.load(m);
+            return;
+        }
+        else if (m instanceof J3DIMatrix4) {
+            this.load(m);
+            return;
+        }
+    }
+    this.makeIdentity();
+}
+
+J3DIMatrix4.prototype.load = function()
+{
+    if (arguments.length == 1 && typeof arguments[0] == 'object') {
+        var matrix;
+
+        if (arguments[0] instanceof J3DIMatrix4) {
+            matrix = arguments[0].$matrix;
+
+            this.$matrix.m11 = matrix.m11;
+            this.$matrix.m12 = matrix.m12;
+            this.$matrix.m13 = matrix.m13;
+            this.$matrix.m14 = matrix.m14;
+
+            this.$matrix.m21 = matrix.m21;
+            this.$matrix.m22 = matrix.m22;
+            this.$matrix.m23 = matrix.m23;
+            this.$matrix.m24 = matrix.m24;
+
+            this.$matrix.m31 = matrix.m31;
+            this.$matrix.m32 = matrix.m32;
+            this.$matrix.m33 = matrix.m33;
+            this.$matrix.m34 = matrix.m34;
+
+            this.$matrix.m41 = matrix.m41;
+            this.$matrix.m42 = matrix.m42;
+            this.$matrix.m43 = matrix.m43;
+            this.$matrix.m44 = matrix.m44;
+            return;
+        }
+        else
+            matrix = arguments[0];
+
+        if ("length" in matrix && matrix.length >= 16) {
+            this.$matrix.m11 = matrix[0];
+            this.$matrix.m12 = matrix[1];
+            this.$matrix.m13 = matrix[2];
+            this.$matrix.m14 = matrix[3];
+
+            this.$matrix.m21 = matrix[4];
+            this.$matrix.m22 = matrix[5];
+            this.$matrix.m23 = matrix[6];
+            this.$matrix.m24 = matrix[7];
+
+            this.$matrix.m31 = matrix[8];
+            this.$matrix.m32 = matrix[9];
+            this.$matrix.m33 = matrix[10];
+            this.$matrix.m34 = matrix[11];
+
+            this.$matrix.m41 = matrix[12];
+            this.$matrix.m42 = matrix[13];
+            this.$matrix.m43 = matrix[14];
+            this.$matrix.m44 = matrix[15];
+            return;
+        }
+    }
+
+    this.makeIdentity();
+}
+
+J3DIMatrix4.prototype.getAsArray = function()
+{
+    return [
+        this.$matrix.m11, this.$matrix.m12, this.$matrix.m13, this.$matrix.m14,
+        this.$matrix.m21, this.$matrix.m22, this.$matrix.m23, this.$matrix.m24,
+        this.$matrix.m31, this.$matrix.m32, this.$matrix.m33, this.$matrix.m34,
+        this.$matrix.m41, this.$matrix.m42, this.$matrix.m43, this.$matrix.m44
+    ];
+}
+
+J3DIMatrix4.prototype.getAsFloat32Array = function()
+{
+    if (J3DIHasCSSMatrixCopy) {
+        var array = new Float32Array(16);
+        this.$matrix.copy(array);
+        return array;
+    }
+    return new Float32Array(this.getAsArray());
+}
+
+J3DIMatrix4.prototype.setUniform = function(ctx, loc, transpose)
+{
+    if (J3DIMatrix4.setUniformArray == undefined) {
+        J3DIMatrix4.setUniformWebGLArray = new Float32Array(16);
+        J3DIMatrix4.setUniformArray = new Array(16);
+    }
+
+    if (J3DIHasCSSMatrixCopy)
+        this.$matrix.copy(J3DIMatrix4.setUniformWebGLArray);
+    else {
+        J3DIMatrix4.setUniformArray[0] = this.$matrix.m11;
+        J3DIMatrix4.setUniformArray[1] = this.$matrix.m12;
+        J3DIMatrix4.setUniformArray[2] = this.$matrix.m13;
+        J3DIMatrix4.setUniformArray[3] = this.$matrix.m14;
+        J3DIMatrix4.setUniformArray[4] = this.$matrix.m21;
+        J3DIMatrix4.setUniformArray[5] = this.$matrix.m22;
+        J3DIMatrix4.setUniformArray[6] = this.$matrix.m23;
+        J3DIMatrix4.setUniformArray[7] = this.$matrix.m24;
+        J3DIMatrix4.setUniformArray[8] = this.$matrix.m31;
+        J3DIMatrix4.setUniformArray[9] = this.$matrix.m32;
+        J3DIMatrix4.setUniformArray[10] = this.$matrix.m33;
+        J3DIMatrix4.setUniformArray[11] = this.$matrix.m34;
+        J3DIMatrix4.setUniformArray[12] = this.$matrix.m41;
+        J3DIMatrix4.setUniformArray[13] = this.$matrix.m42;
+        J3DIMatrix4.setUniformArray[14] = this.$matrix.m43;
+        J3DIMatrix4.setUniformArray[15] = this.$matrix.m44;
+
+        J3DIMatrix4.setUniformWebGLArray.set(J3DIMatrix4.setUniformArray);
+    }
+
+    ctx.uniformMatrix4fv(loc, transpose, J3DIMatrix4.setUniformWebGLArray);
+}
+
+J3DIMatrix4.prototype.makeIdentity = function()
+{
+    this.$matrix.m11 = 1;
+    this.$matrix.m12 = 0;
+    this.$matrix.m13 = 0;
+    this.$matrix.m14 = 0;
+
+    this.$matrix.m21 = 0;
+    this.$matrix.m22 = 1;
+    this.$matrix.m23 = 0;
+    this.$matrix.m24 = 0;
+
+    this.$matrix.m31 = 0;
+    this.$matrix.m32 = 0;
+    this.$matrix.m33 = 1;
+    this.$matrix.m34 = 0;
+
+    this.$matrix.m41 = 0;
+    this.$matrix.m42 = 0;
+    this.$matrix.m43 = 0;
+    this.$matrix.m44 = 1;
+}
+
+J3DIMatrix4.prototype.transpose = function()
+{
+    var tmp = this.$matrix.m12;
+    this.$matrix.m12 = this.$matrix.m21;
+    this.$matrix.m21 = tmp;
+
+    tmp = this.$matrix.m13;
+    this.$matrix.m13 = this.$matrix.m31;
+    this.$matrix.m31 = tmp;
+
+    tmp = this.$matrix.m14;
+    this.$matrix.m14 = this.$matrix.m41;
+    this.$matrix.m41 = tmp;
+
+    tmp = this.$matrix.m23;
+    this.$matrix.m23 = this.$matrix.m32;
+    this.$matrix.m32 = tmp;
+
+    tmp = this.$matrix.m24;
+    this.$matrix.m24 = this.$matrix.m42;
+    this.$matrix.m42 = tmp;
+
+    tmp = this.$matrix.m34;
+    this.$matrix.m34 = this.$matrix.m43;
+    this.$matrix.m43 = tmp;
+}
+
+J3DIMatrix4.prototype.invert = function()
+{
+    if (J3DIHasCSSMatrix) {
+        this.$matrix = this.$matrix.inverse();
+        return;
+    }
+
+    // Calculate the 4x4 determinant
+    // If the determinant is zero,
+    // then the inverse matrix is not unique.
+    var det = this._determinant4x4();
+
+    if (Math.abs(det) < 1e-8)
+        return null;
+
+    this._makeAdjoint();
+
+    // Scale the adjoint matrix to get the inverse
+    this.$matrix.m11 /= det;
+    this.$matrix.m12 /= det;
+    this.$matrix.m13 /= det;
+    this.$matrix.m14 /= det;
+
+    this.$matrix.m21 /= det;
+    this.$matrix.m22 /= det;
+    this.$matrix.m23 /= det;
+    this.$matrix.m24 /= det;
+
+    this.$matrix.m31 /= det;
+    this.$matrix.m32 /= det;
+    this.$matrix.m33 /= det;
+    this.$matrix.m34 /= det;
+
+    this.$matrix.m41 /= det;
+    this.$matrix.m42 /= det;
+    this.$matrix.m43 /= det;
+    this.$matrix.m44 /= det;
+}
+
+J3DIMatrix4.prototype.translate = function(x,y,z)
+{
+    if (typeof x == 'object' && "length" in x) {
+        var t = x;
+        x = t[0];
+        y = t[1];
+        z = t[2];
+    }
+    else {
+        if (x == undefined)
+            x = 0;
+        if (y == undefined)
+            y = 0;
+        if (z == undefined)
+            z = 0;
+    }
+
+    if (J3DIHasCSSMatrix) {
+        this.$matrix = this.$matrix.translate(x, y, z);
+        return;
+    }
+
+    var matrix = new J3DIMatrix4();
+    matrix.$matrix.m41 = x;
+    matrix.$matrix.m42 = y;
+    matrix.$matrix.m43 = z;
+
+    this.multiply(matrix);
+}
+
+J3DIMatrix4.prototype.scale = function(x,y,z)
+{
+    if (typeof x == 'object' && "length" in x) {
+        var t = x;
+        x = t[0];
+        y = t[1];
+        z = t[2];
+    }
+    else {
+        if (x == undefined)
+            x = 1;
+        if (z == undefined) {
+            if (y == undefined) {
+                y = x;
+                z = x;
+            }
+            else
+                z = 1;
+        }
+        else if (y == undefined)
+            y = x;
+    }
+
+    if (J3DIHasCSSMatrix) {
+        this.$matrix = this.$matrix.scale(x, y, z);
+        return;
+    }
+
+    var matrix = new J3DIMatrix4();
+    matrix.$matrix.m11 = x;
+    matrix.$matrix.m22 = y;
+    matrix.$matrix.m33 = z;
+
+    this.multiply(matrix);
+}
+
+J3DIMatrix4.prototype.rotate = function(angle,x,y,z)
+{
+    // Forms are (angle, x,y,z), (angle,vector), (angleX, angleY, angleZ), (angle)
+    if (typeof x == 'object' && "length" in x) {
+        var t = x;
+        x = t[0];
+        y = t[1];
+        z = t[2];
+    }
+    else {
+        if (arguments.length == 1) {
+            x = 0;
+            y = 0;
+            z = 1;
+        }
+        else if (arguments.length == 3) {
+            this.rotate(angle, 1,0,0); // about X axis
+            this.rotate(x, 0,1,0); // about Y axis
+            this.rotate(y, 0,0,1); // about Z axis
+            return;
+        }
+    }
+
+    if (J3DIHasCSSMatrix) {
+        this.$matrix = this.$matrix.rotateAxisAngle(x, y, z, angle);
+        return;
+    }
+
+    // angles are in degrees. Switch to radians
+    angle = angle / 180 * Math.PI;
+
+    angle /= 2;
+    var sinA = Math.sin(angle);
+    var cosA = Math.cos(angle);
+    var sinA2 = sinA * sinA;
+
+    // normalize
+    var len = Math.sqrt(x * x + y * y + z * z);
+    if (len == 0) {
+        // bad vector, just use something reasonable
+        x = 0;
+        y = 0;
+        z = 1;
+    } else if (len != 1) {
+        x /= len;
+        y /= len;
+        z /= len;
+    }
+
+    var mat = new J3DIMatrix4();
+
+    // optimize case where axis is along major axis
+    if (x == 1 && y == 0 && z == 0) {
+        mat.$matrix.m11 = 1;
+        mat.$matrix.m12 = 0;
+        mat.$matrix.m13 = 0;
+        mat.$matrix.m21 = 0;
+        mat.$matrix.m22 = 1 - 2 * sinA2;
+        mat.$matrix.m23 = 2 * sinA * cosA;
+        mat.$matrix.m31 = 0;
+        mat.$matrix.m32 = -2 * sinA * cosA;
+        mat.$matrix.m33 = 1 - 2 * sinA2;
+        mat.$matrix.m14 = mat.$matrix.m24 = mat.$matrix.m34 = 0;
+        mat.$matrix.m41 = mat.$matrix.m42 = mat.$matrix.m43 = 0;
+        mat.$matrix.m44 = 1;
+    } else if (x == 0 && y == 1 && z == 0) {
+        mat.$matrix.m11 = 1 - 2 * sinA2;
+        mat.$matrix.m12 = 0;
+        mat.$matrix.m13 = -2 * sinA * cosA;
+        mat.$matrix.m21 = 0;
+        mat.$matrix.m22 = 1;
+        mat.$matrix.m23 = 0;
+        mat.$matrix.m31 = 2 * sinA * cosA;
+        mat.$matrix.m32 = 0;
+        mat.$matrix.m33 = 1 - 2 * sinA2;
+        mat.$matrix.m14 = mat.$matrix.m24 = mat.$matrix.m34 = 0;
+        mat.$matrix.m41 = mat.$matrix.m42 = mat.$matrix.m43 = 0;
+        mat.$matrix.m44 = 1;
+    } else if (x == 0 && y == 0 && z == 1) {
+        mat.$matrix.m11 = 1 - 2 * sinA2;
+        mat.$matrix.m12 = 2 * sinA * cosA;
+        mat.$matrix.m13 = 0;
+        mat.$matrix.m21 = -2 * sinA * cosA;
+        mat.$matrix.m22 = 1 - 2 * sinA2;
+        mat.$matrix.m23 = 0;
+        mat.$matrix.m31 = 0;
+        mat.$matrix.m32 = 0;
+        mat.$matrix.m33 = 1;
+        mat.$matrix.m14 = mat.$matrix.m24 = mat.$matrix.m34 = 0;
+        mat.$matrix.m41 = mat.$matrix.m42 = mat.$matrix.m43 = 0;
+        mat.$matrix.m44 = 1;
+    } else {
+        var x2 = x*x;
+        var y2 = y*y;
+        var z2 = z*z;
+
+        mat.$matrix.m11 = 1 - 2 * (y2 + z2) * sinA2;
+        mat.$matrix.m12 = 2 * (x * y * sinA2 + z * sinA * cosA);
+        mat.$matrix.m13 = 2 * (x * z * sinA2 - y * sinA * cosA);
+        mat.$matrix.m21 = 2 * (y * x * sinA2 - z * sinA * cosA);
+        mat.$matrix.m22 = 1 - 2 * (z2 + x2) * sinA2;
+        mat.$matrix.m23 = 2 * (y * z * sinA2 + x * sinA * cosA);
+        mat.$matrix.m31 = 2 * (z * x * sinA2 + y * sinA * cosA);
+        mat.$matrix.m32 = 2 * (z * y * sinA2 - x * sinA * cosA);
+        mat.$matrix.m33 = 1 - 2 * (x2 + y2) * sinA2;
+        mat.$matrix.m14 = mat.$matrix.m24 = mat.$matrix.m34 = 0;
+        mat.$matrix.m41 = mat.$matrix.m42 = mat.$matrix.m43 = 0;
+        mat.$matrix.m44 = 1;
+    }
+    this.multiply(mat);
+}
+
+J3DIMatrix4.prototype.multiply = function(mat)
+{
+    if (J3DIHasCSSMatrix) {
+        this.$matrix = this.$matrix.multiply(mat.$matrix);
+        return;
+    }
+
+    var m11 = (mat.$matrix.m11 * this.$matrix.m11 + mat.$matrix.m12 * this.$matrix.m21
+               + mat.$matrix.m13 * this.$matrix.m31 + mat.$matrix.m14 * this.$matrix.m41);
+    var m12 = (mat.$matrix.m11 * this.$matrix.m12 + mat.$matrix.m12 * this.$matrix.m22
+               + mat.$matrix.m13 * this.$matrix.m32 + mat.$matrix.m14 * this.$matrix.m42);
+    var m13 = (mat.$matrix.m11 * this.$matrix.m13 + mat.$matrix.m12 * this.$matrix.m23
+               + mat.$matrix.m13 * this.$matrix.m33 + mat.$matrix.m14 * this.$matrix.m43);
+    var m14 = (mat.$matrix.m11 * this.$matrix.m14 + mat.$matrix.m12 * this.$matrix.m24
+               + mat.$matrix.m13 * this.$matrix.m34 + mat.$matrix.m14 * this.$matrix.m44);
+
+    var m21 = (mat.$matrix.m21 * this.$matrix.m11 + mat.$matrix.m22 * this.$matrix.m21
+               + mat.$matrix.m23 * this.$matrix.m31 + mat.$matrix.m24 * this.$matrix.m41);
+    var m22 = (mat.$matrix.m21 * this.$matrix.m12 + mat.$matrix.m22 * this.$matrix.m22
+               + mat.$matrix.m23 * this.$matrix.m32 + mat.$matrix.m24 * this.$matrix.m42);
+    var m23 = (mat.$matrix.m21 * this.$matrix.m13 + mat.$matrix.m22 * this.$matrix.m23
+               + mat.$matrix.m23 * this.$matrix.m33 + mat.$matrix.m24 * this.$matrix.m43);
+    var m24 = (mat.$matrix.m21 * this.$matrix.m14 + mat.$matrix.m22 * this.$matrix.m24
+               + mat.$matrix.m23 * this.$matrix.m34 + mat.$matrix.m24 * this.$matrix.m44);
+
+    var m31 = (mat.$matrix.m31 * this.$matrix.m11 + mat.$matrix.m32 * this.$matrix.m21
+               + mat.$matrix.m33 * this.$matrix.m31 + mat.$matrix.m34 * this.$matrix.m41);
+    var m32 = (mat.$matrix.m31 * this.$matrix.m12 + mat.$matrix.m32 * this.$matrix.m22
+               + mat.$matrix.m33 * this.$matrix.m32 + mat.$matrix.m34 * this.$matrix.m42);
+    var m33 = (mat.$matrix.m31 * this.$matrix.m13 + mat.$matrix.m32 * this.$matrix.m23
+               + mat.$matrix.m33 * this.$matrix.m33 + mat.$matrix.m34 * this.$matrix.m43);
+    var m34 = (mat.$matrix.m31 * this.$matrix.m14 + mat.$matrix.m32 * this.$matrix.m24
+               + mat.$matrix.m33 * this.$matrix.m34 + mat.$matrix.m34 * this.$matrix.m44);
+
+    var m41 = (mat.$matrix.m41 * this.$matrix.m11 + mat.$matrix.m42 * this.$matrix.m21
+               + mat.$matrix.m43 * this.$matrix.m31 + mat.$matrix.m44 * this.$matrix.m41);
+    var m42 = (mat.$matrix.m41 * this.$matrix.m12 + mat.$matrix.m42 * this.$matrix.m22
+               + mat.$matrix.m43 * this.$matrix.m32 + mat.$matrix.m44 * this.$matrix.m42);
+    var m43 = (mat.$matrix.m41 * this.$matrix.m13 + mat.$matrix.m42 * this.$matrix.m23
+               + mat.$matrix.m43 * this.$matrix.m33 + mat.$matrix.m44 * this.$matrix.m43);
+    var m44 = (mat.$matrix.m41 * this.$matrix.m14 + mat.$matrix.m42 * this.$matrix.m24
+               + mat.$matrix.m43 * this.$matrix.m34 + mat.$matrix.m44 * this.$matrix.m44);
+
+    this.$matrix.m11 = m11;
+    this.$matrix.m12 = m12;
+    this.$matrix.m13 = m13;
+    this.$matrix.m14 = m14;
+
+    this.$matrix.m21 = m21;
+    this.$matrix.m22 = m22;
+    this.$matrix.m23 = m23;
+    this.$matrix.m24 = m24;
+
+    this.$matrix.m31 = m31;
+    this.$matrix.m32 = m32;
+    this.$matrix.m33 = m33;
+    this.$matrix.m34 = m34;
+
+    this.$matrix.m41 = m41;
+    this.$matrix.m42 = m42;
+    this.$matrix.m43 = m43;
+    this.$matrix.m44 = m44;
+}
+
+J3DIMatrix4.prototype.divide = function(divisor)
+{
+    this.$matrix.m11 /= divisor;
+    this.$matrix.m12 /= divisor;
+    this.$matrix.m13 /= divisor;
+    this.$matrix.m14 /= divisor;
+
+    this.$matrix.m21 /= divisor;
+    this.$matrix.m22 /= divisor;
+    this.$matrix.m23 /= divisor;
+    this.$matrix.m24 /= divisor;
+
+    this.$matrix.m31 /= divisor;
+    this.$matrix.m32 /= divisor;
+    this.$matrix.m33 /= divisor;
+    this.$matrix.m34 /= divisor;
+
+    this.$matrix.m41 /= divisor;
+    this.$matrix.m42 /= divisor;
+    this.$matrix.m43 /= divisor;
+    this.$matrix.m44 /= divisor;
+
+}
+
+J3DIMatrix4.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 J3DIMatrix4();
+    matrix.$matrix.m11 = 2 / (left - right);
+    matrix.$matrix.m12 = 0;
+    matrix.$matrix.m13 = 0;
+    matrix.$matrix.m14 = 0;
+    matrix.$matrix.m21 = 0;
+    matrix.$matrix.m22 = 2 / (top - bottom);
+    matrix.$matrix.m23 = 0;
+    matrix.$matrix.m24 = 0;
+    matrix.$matrix.m31 = 0;
+    matrix.$matrix.m32 = 0;
+    matrix.$matrix.m33 = -2 / (far - near);
+    matrix.$matrix.m34 = 0;
+    matrix.$matrix.m41 = tx;
+    matrix.$matrix.m42 = ty;
+    matrix.$matrix.m43 = tz;
+    matrix.$matrix.m44 = 1;
+
+    this.multiply(matrix);
+}
+
+J3DIMatrix4.prototype.frustum = function(left, right, bottom, top, near, far)
+{
+    var matrix = new J3DIMatrix4();
+    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.$matrix.m11 = (2 * near) / (right - left);
+    matrix.$matrix.m12 = 0;
+    matrix.$matrix.m13 = 0;
+    matrix.$matrix.m14 = 0;
+
+    matrix.$matrix.m21 = 0;
+    matrix.$matrix.m22 = 2 * near / (top - bottom);
+    matrix.$matrix.m23 = 0;
+    matrix.$matrix.m24 = 0;
+
+    matrix.$matrix.m31 = A;
+    matrix.$matrix.m32 = B;
+    matrix.$matrix.m33 = C;
+    matrix.$matrix.m34 = -1;
+
+    matrix.$matrix.m41 = 0;
+    matrix.$matrix.m42 = 0;
+    matrix.$matrix.m43 = D;
+    matrix.$matrix.m44 = 0;
+
+    this.multiply(matrix);
+}
+
+J3DIMatrix4.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);
+}
+
+J3DIMatrix4.prototype.lookat = function(eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz)
+{
+    if (typeof eyez == 'object' && "length" in eyez) {
+        var t = eyez;
+        upx = t[0];
+        upy = t[1];
+        upz = t[2];
+
+        t = eyey;
+        centerx = t[0];
+        centery = t[1];
+        centerz = t[2];
+
+        t = eyex;
+        eyex = t[0];
+        eyey = t[1];
+        eyez = t[2];
+    }
+
+    var matrix = new J3DIMatrix4();
+
+    // 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.$matrix.m11 = xx;
+    matrix.$matrix.m12 = xy;
+    matrix.$matrix.m13 = xz;
+    matrix.$matrix.m14 = 0;
+
+    matrix.$matrix.m21 = yx;
+    matrix.$matrix.m22 = yy;
+    matrix.$matrix.m23 = yz;
+    matrix.$matrix.m24 = 0;
+
+    matrix.$matrix.m31 = zx;
+    matrix.$matrix.m32 = zy;
+    matrix.$matrix.m33 = zz;
+    matrix.$matrix.m34 = 0;
+
+    matrix.$matrix.m41 = 0;
+    matrix.$matrix.m42 = 0;
+    matrix.$matrix.m43 = 0;
+    matrix.$matrix.m44 = 1;
+    matrix.translate(-eyex, -eyey, -eyez);
+
+    this.multiply(matrix);
+}
+
+// Returns true on success, false otherwise. All params are Array objects
+J3DIMatrix4.prototype.decompose = function(_translate, _rotate, _scale, _skew, _perspective)
+{
+    // Normalize the matrix.
+    if (this.$matrix.m44 == 0)
+        return false;
+
+    // Gather the params
+    var translate, rotate, scale, skew, perspective;
+
+    var translate = (_translate == undefined || !("length" in _translate)) ? new J3DIVector3 : _translate;
+    var rotate = (_rotate == undefined || !("length" in _rotate)) ? new J3DIVector3 : _rotate;
+    var scale = (_scale == undefined || !("length" in _scale)) ? new J3DIVector3 : _scale;
+    var skew = (_skew == undefined || !("length" in _skew)) ? new J3DIVector3 : _skew;
+    var perspective = (_perspective == undefined || !("length" in _perspective)) ? new Array(4) : _perspective;
+
+    var matrix = new J3DIMatrix4(this);
+
+    matrix.divide(matrix.$matrix.m44);
+
+    // perspectiveMatrix is used to solve for perspective, but it also provides
+    // an easy way to test for singularity of the upper 3x3 component.
+    var perspectiveMatrix = new J3DIMatrix4(matrix);
+
+    perspectiveMatrix.$matrix.m14 = 0;
+    perspectiveMatrix.$matrix.m24 = 0;
+    perspectiveMatrix.$matrix.m34 = 0;
+    perspectiveMatrix.$matrix.m44 = 1;
+
+    if (perspectiveMatrix._determinant4x4() == 0)
+        return false;
+
+    // First, isolate perspective.
+    if (matrix.$matrix.m14 != 0 || matrix.$matrix.m24 != 0 || matrix.$matrix.m34 != 0) {
+        // rightHandSide is the right hand side of the equation.
+        var rightHandSide = [ matrix.$matrix.m14, matrix.$matrix.m24, matrix.$matrix.m34, matrix.$matrix.m44 ];
+
+        // Solve the equation by inverting perspectiveMatrix and multiplying
+        // rightHandSide by the inverse.
+        var inversePerspectiveMatrix = new J3DIMatrix4(perspectiveMatrix);
+        inversePerspectiveMatrix.invert();
+        var transposedInversePerspectiveMatrix = new J3DIMatrix4(inversePerspectiveMatrix);
+        transposedInversePerspectiveMatrix.transpose();
+        transposedInversePerspectiveMatrix.multVecMatrix(perspective, rightHandSide);
+
+        // Clear the perspective partition
+        matrix.$matrix.m14 = matrix.$matrix.m24 = matrix.$matrix.m34 = 0
+        matrix.$matrix.m44 = 1;
+    }
+    else {
+        // No perspective.
+        perspective[0] = perspective[1] = perspective[2] = 0;
+        perspective[3] = 1;
+    }
+
+    // Next take care of translation
+    translate[0] = matrix.$matrix.m41
+    matrix.$matrix.m41 = 0
+    translate[1] = matrix.$matrix.m42
+    matrix.$matrix.m42 = 0
+    translate[2] = matrix.$matrix.m43
+    matrix.$matrix.m43 = 0
+
+    // Now get scale and shear. 'row' is a 3 element array of 3 component vectors
+    var row0 = new J3DIVector3(matrix.$matrix.m11, matrix.$matrix.m12, matrix.$matrix.m13);
+    var row1 = new J3DIVector3(matrix.$matrix.m21, matrix.$matrix.m22, matrix.$matrix.m23);
+    var row2 = new J3DIVector3(matrix.$matrix.m31, matrix.$matrix.m32, matrix.$matrix.m33);
+
+    // Compute X scale factor and normalize first row.
+    scale[0] = row0.vectorLength();
+    row0.divide(scale[0]);
+
+    // Compute XY shear factor and make 2nd row orthogonal to 1st.
+    skew[0] = row0.dot(row1);
+    row1.combine(row0, 1.0, -skew[0]);
+
+    // Now, compute Y scale and normalize 2nd row.
+    scale[1] = row1.vectorLength();
+    row1.divide(scale[1]);
+    skew[0] /= scale[1];
+
+    // Compute XZ and YZ shears, orthogonalize 3rd row
+    skew[1] = row1.dot(row2);
+    row2.combine(row0, 1.0, -skew[1]);
+    skew[2] = row1.dot(row2);
+    row2.combine(row1, 1.0, -skew[2]);
+
+    // Next, get Z scale and normalize 3rd row.
+    scale[2] = row2.vectorLength();
+    row2.divide(scale[2]);
+    skew[1] /= scale[2];
+    skew[2] /= scale[2];
+
+    // At this point, the matrix (in rows) is orthonormal.
+    // Check for a coordinate system flip.  If the determinant
+    // is -1, then negate the matrix and the scaling factors.
+    var pdum3 = new J3DIVector3(row1);
+    pdum3.cross(row2);
+    if (row0.dot(pdum3) < 0) {
+        for (i = 0; i < 3; i++) {
+            scale[i] *= -1;
+            row[0][i] *= -1;
+            row[1][i] *= -1;
+            row[2][i] *= -1;
+        }
+    }
+
+    // Now, get the rotations out
+    rotate[1] = Math.asin(-row0[2]);
+    if (Math.cos(rotate[1]) != 0) {
+        rotate[0] = Math.atan2(row1[2], row2[2]);
+        rotate[2] = Math.atan2(row0[1], row0[0]);
+    }
+    else {
+        rotate[0] = Math.atan2(-row2[0], row1[1]);
+        rotate[2] = 0;
+    }
+
+    // Convert rotations to degrees
+    var rad2deg = 180 / Math.PI;
+    rotate[0] *= rad2deg;
+    rotate[1] *= rad2deg;
+    rotate[2] *= rad2deg;
+
+    return true;
+}
+
+J3DIMatrix4.prototype._determinant2x2 = function(a, b, c, d)
+{
+    return a * d - b * c;
+}
+
+J3DIMatrix4.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);
+}
+
+J3DIMatrix4.prototype._determinant4x4 = function()
+{
+    var a1 = this.$matrix.m11;
+    var b1 = this.$matrix.m12;
+    var c1 = this.$matrix.m13;
+    var d1 = this.$matrix.m14;
+
+    var a2 = this.$matrix.m21;
+    var b2 = this.$matrix.m22;
+    var c2 = this.$matrix.m23;
+    var d2 = this.$matrix.m24;
+
+    var a3 = this.$matrix.m31;
+    var b3 = this.$matrix.m32;
+    var c3 = this.$matrix.m33;
+    var d3 = this.$matrix.m34;
+
+    var a4 = this.$matrix.m41;
+    var b4 = this.$matrix.m42;
+    var c4 = this.$matrix.m43;
+    var d4 = this.$matrix.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);
+}
+
+J3DIMatrix4.prototype._makeAdjoint = function()
+{
+    var a1 = this.$matrix.m11;
+    var b1 = this.$matrix.m12;
+    var c1 = this.$matrix.m13;
+    var d1 = this.$matrix.m14;
+
+    var a2 = this.$matrix.m21;
+    var b2 = this.$matrix.m22;
+    var c2 = this.$matrix.m23;
+    var d2 = this.$matrix.m24;
+
+    var a3 = this.$matrix.m31;
+    var b3 = this.$matrix.m32;
+    var c3 = this.$matrix.m33;
+    var d3 = this.$matrix.m34;
+
+    var a4 = this.$matrix.m41;
+    var b4 = this.$matrix.m42;
+    var c4 = this.$matrix.m43;
+    var d4 = this.$matrix.m44;
+
+    // Row column labeling reversed since we transpose rows & columns
+    this.$matrix.m11  =   this._determinant3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4);
+    this.$matrix.m21  = - this._determinant3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4);
+    this.$matrix.m31  =   this._determinant3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4);
+    this.$matrix.m41  = - this._determinant3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
+
+    this.$matrix.m12  = - this._determinant3x3(b1, b3, b4, c1, c3, c4, d1, d3, d4);
+    this.$matrix.m22  =   this._determinant3x3(a1, a3, a4, c1, c3, c4, d1, d3, d4);
+    this.$matrix.m32  = - this._determinant3x3(a1, a3, a4, b1, b3, b4, d1, d3, d4);
+    this.$matrix.m42  =   this._determinant3x3(a1, a3, a4, b1, b3, b4, c1, c3, c4);
+
+    this.$matrix.m13  =   this._determinant3x3(b1, b2, b4, c1, c2, c4, d1, d2, d4);
+    this.$matrix.m23  = - this._determinant3x3(a1, a2, a4, c1, c2, c4, d1, d2, d4);
+    this.$matrix.m33  =   this._determinant3x3(a1, a2, a4, b1, b2, b4, d1, d2, d4);
+    this.$matrix.m43  = - this._determinant3x3(a1, a2, a4, b1, b2, b4, c1, c2, c4);
+
+    this.$matrix.m14  = - this._determinant3x3(b1, b2, b3, c1, c2, c3, d1, d2, d3);
+    this.$matrix.m24  =   this._determinant3x3(a1, a2, a3, c1, c2, c3, d1, d2, d3);
+    this.$matrix.m34  = - this._determinant3x3(a1, a2, a3, b1, b2, b3, d1, d2, d3);
+    this.$matrix.m44  =   this._determinant3x3(a1, a2, a3, b1, b2, b3, c1, c2, c3);
+}
+
+//
+// J3DIVector3
+//
+J3DIVector3 = function(x,y,z)
+{
+    this.load(x,y,z);
+}
+
+J3DIVector3.prototype.load = function(x,y,z)
+{
+    if (typeof x == 'object' && "length" in x) {
+        this[0] = x[0];
+        this[1] = x[1];
+        this[2] = x[2];
+    }
+    else if (typeof x == 'number') {
+        this[0] = x;
+        this[1] = y;
+        this[2] = z;
+    }
+    else {
+        this[0] = 0;
+        this[1] = 0;
+        this[2] = 0;
+    }
+}
+
+J3DIVector3.prototype.getAsArray = function()
+{
+    return [ this[0], this[1], this[2] ];
+}
+
+J3DIVector3.prototype.getAsFloat32Array = function()
+{
+    return new Float32Array(this.getAsArray());
+}
+
+J3DIVector3.prototype.vectorLength = function()
+{
+    return Math.sqrt(this[0] * this[0] + this[1] * this[1] + this[2] * this[2]);
+}
+
+J3DIVector3.prototype.divide = function(divisor)
+{
+    this[0] /= divisor; this[1] /= divisor; this[2] /= divisor;
+}
+
+J3DIVector3.prototype.cross = function(v)
+{
+    this[0] =  this[1] * v[2] - this[2] * v[1];
+    this[1] = -this[0] * v[2] + this[2] * v[0];
+    this[2] =  this[0] * v[1] - this[1] * v[0];
+}
+
+J3DIVector3.prototype.dot = function(v)
+{
+    return this[0] * v[0] + this[1] * v[1] + this[2] * v[2];
+}
+
+J3DIVector3.prototype.combine = function(v, ascl, bscl)
+{
+    this[0] = (ascl * this[0]) + (bscl * v[0]);
+    this[1] = (ascl * this[1]) + (bscl * v[1]);
+    this[2] = (ascl * this[2]) + (bscl * v[2]);
+}
+
+J3DIVector3.prototype.multVecMatrix = function(matrix)
+{
+    var x = this[0];
+    var y = this[1];
+    var z = this[2];
+
+    this[0] = matrix.$matrix.m41 + x * matrix.$matrix.m11 + y * matrix.$matrix.m21 + z * matrix.$matrix.m31;
+    this[1] = matrix.$matrix.m42 + x * matrix.$matrix.m12 + y * matrix.$matrix.m22 + z * matrix.$matrix.m32;
+    this[2] = matrix.$matrix.m43 + x * matrix.$matrix.m13 + y * matrix.$matrix.m23 + z * matrix.$matrix.m33;
+    var w = matrix.$matrix.m44 + x * matrix.$matrix.m14 + y * matrix.$matrix.m24 + z * matrix.$matrix.m34;
+    if (w != 1 && w != 0) {
+        this[0] /= w;
+        this[1] /= w;
+        this[2] /= w;
+    }
+}
+
+J3DIVector3.prototype.toString = function()
+{
+    return "["+this[0]+","+this[1]+","+this[2]+"]";
+}
\ No newline at end of file
--- a/webGL/dandy/resources/parse.js~	Fri Nov 05 08:40:26 2010 +0900
+++ b/webGL/dandy/resources/parse.js~	Tue Nov 09 00:03:42 2010 +0900
@@ -189,13 +189,14 @@
     
     ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.texCoordObject);
     ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0);
-				
+
     ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, glObj.indexObject);
 
+
     // generate the model-view matrix
     var mvMatrix = new J3DIMatrix4();
-    mvMatrix.translate( x, y, 1);
     mvMatrix.scale(scale, scale, scale);
+    mvMatrix.translate( x, y, 10);
     
     // construct the normal matrix from the model-view matrix
     var normalMatrix = new J3DIMatrix4(mvMatrix);
@@ -206,7 +207,7 @@
     // construct the model-view * projection matrix
     var mvpMatrix = new J3DIMatrix4(ctx.perspectiveMatrix);
     mvpMatrix.multiply(mvMatrix);
-     mvpMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false);
+    mvpMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false);
 
     
     ctx.bindTexture(ctx.TEXTURE_2D, glObj.texture);
@@ -215,7 +216,7 @@
 
 }
 
-function PutSpriteLock(ctx, x, y, scale, angle,  glObj)
+function PutSpriteA(ctx, x, y, scale, angle,  glObj)
 {
 
     // setup VBOs
@@ -236,20 +237,18 @@
     // generate the model-view matrix
     var mvMatrix = new J3DIMatrix4();
     mvMatrix.scale(scale, scale, scale);
+    mvMatrix.translate( x, y, 10);
     mvMatrix.rotate(angle, 0, 0, 1);
-    mvMatrix.translate( x, y, 10);
     
     // construct the normal matrix from the model-view matrix
     var normalMatrix = new J3DIMatrix4(mvMatrix);
     normalMatrix.invert();
     normalMatrix.transpose();
-//    ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false, normalMatrix.getAsFloat32Array());
     normalMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false);
     
     // construct the model-view * projection matrix
-    var mvpMatrix = new J3DIMatrix4(mvMatrix);
-    mvpMatrix.multiply(ctx.perspectiveMatrix);
-//    ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false, mvpMatrix.getAsFloat32Array());
+    var mvpMatrix = new J3DIMatrix4(ctx.perspectiveMatrix);
+    mvpMatrix.multiply(mvMatrix);
      mvpMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false);