Mr.doob 15 years ago
parent
commit
4f14b7b89e
4 changed files with 1458 additions and 16 deletions
  1. 11 0
      README.md
  2. 0 1
      build/three.js
  3. 15 15
      utils/deployer.py
  4. 1432 0
      utils/temp.js

+ 11 - 0
README.md

@@ -3,6 +3,8 @@ three.js
 
 #### Javascript 3D Engine ####
 
+[![Flattr this](http://api.flattr.com/button/button-compact-static-100x17.png)](http://flattr.com/thing/287/three-js)
+
 Currently the engine only supports particles and triangles/quads with flat colors. The aim is to keep the code as simple and modular as possible.
 
 At the moment the engine can render using <canvas> and <svg>. WebGL rendering would come at a later stage but feel free to fork the project and have a go.
@@ -70,6 +72,7 @@ If you are interested on messing with the actual library, instead of importing t
 	<script type="text/javascript" src="src/Class.js"></script>
 	<script type="text/javascript" src="src/core/Color.js"></script>
 	<script type="text/javascript" src="src/core/Vector3.js"></script>
+	<script type="text/javascript" src="src/core/Vector4.js"></script>
 	<script type="text/javascript" src="src/core/Matrix4.js"></script>
 	<script type="text/javascript" src="src/core/Vertex.js"></script>
 	<script type="text/javascript" src="src/core/Face3.js"></script>
@@ -87,10 +90,18 @@ If you are interested on messing with the actual library, instead of importing t
 	<script type="text/javascript" src="src/renderers/Renderer.js"></script>
 	<script type="text/javascript" src="src/renderers/CanvasRenderer.js"></script>
 	<script type="text/javascript" src="src/renderers/SVGRenderer.js"></script>
+	<script type="text/javascript" src="src/renderers/GLRenderer.js"></script>
 
 	
 ### Change Log ###
 
+2010 05 01 - **r5** (23.104 kb)
+
+* Projection matrix ([supereggbert](http://github.com/supereggbert)) 
+* Particles culling ([supereggbert](http://github.com/supereggbert))
+* WIP GLRenderer ([supereggbert](http://github.com/supereggbert))
+
+
 2010 04 26 - **r4** (16.274 kb)
 
 * SVGRenderer Particle rendering

File diff suppressed because it is too large
+ 0 - 1
build/three.js


+ 15 - 15
utils/deployer.py

@@ -1,10 +1,10 @@
 import sys
 import os
 
-# MERGER
-
-rev = 4;
-
+# MERGER
+
+rev = 5;
+
 files = [];
 files.append('Class.js');
 files.append('core/Color.js');
@@ -28,14 +28,14 @@ files.append('renderers/Renderer.js');
 files.append('renderers/CanvasRenderer.js');
 files.append('renderers/SVGRenderer.js');
 files.append('renderers/GLRenderer.js');
-
-string = '';
-
-for item in files:
-	src_file = open('../src/' + item,'r');
-	string += src_file.read() + "\n";
-
-dep_file = open('temp.js','w');
+
+string = '';
+
+for item in files:
+	src_file = open('../src/' + item,'r');
+	string += src_file.read() + "\n";
+
+dep_file = open('temp.js','w');
 dep_file.write(string);
 dep_file.close();
 
@@ -50,9 +50,9 @@ os.system("java -jar yuicompressor-2.4.2.jar temp.js -o ../build/three.js --char
 output = '../build/three.js';
 string = "// three.js r" + str(rev) + " - http://github.com/mrdoob/three.js\n";
 
-src_file = open(output,'r');
-string += src_file.read();
+src_file = open(output,'r');
+string += src_file.read();
 
-dep_file = open(output,'w');
+dep_file = open(output,'w');
 dep_file.write(string);
 dep_file.close();

+ 1432 - 0
utils/temp.js

@@ -0,0 +1,1432 @@
+// http://ejohn.org/blog/simple-javascript-inheritance/
+
+// Inspired by base2 and Prototype
+(function(){
+  var initializing = false, fnTest = /xyz/.test(function(){xyz;}) ? /\b_super\b/ : /.*/;
+  // The base Class implementation (does nothing)
+  this.Class = function(){};
+  
+  // Create a new Class that inherits from this class
+  Class.extend = function(prop) {
+    var _super = this.prototype;
+    
+    // Instantiate a base class (but only create the instance,
+    // don't run the init constructor)
+    initializing = true;
+    var prototype = new this();
+    initializing = false;
+    
+    // Copy the properties over onto the new prototype
+    for (var name in prop) {
+      // Check if we're overwriting an existing function
+      prototype[name] = typeof prop[name] == "function" && 
+        typeof _super[name] == "function" && fnTest.test(prop[name]) ?
+        (function(name, fn){
+          return function() {
+            var tmp = this._super;
+            
+            // Add a new ._super() method that is the same method
+            // but on the super-class
+            this._super = _super[name];
+            
+            // The method only need to be bound temporarily, so we
+            // remove it when we're done executing
+            var ret = fn.apply(this, arguments);        
+            this._super = tmp;
+            
+            return ret;
+          };
+        })(name, prop[name]) :
+        prop[name];
+    }
+    
+    // The dummy class constructor
+    function Class() {
+      // All construction is actually done in the init method
+      if ( !initializing && this.init )
+        this.init.apply(this, arguments);
+    }
+    
+    // Populate our constructed prototype object
+    Class.prototype = prototype;
+    
+    // Enforce the constructor to be what we expect
+    Class.constructor = Class;
+
+    // And make this class extendable
+    Class.extend = arguments.callee;
+    
+    return Class;
+  };
+})();
+
+var Color = Class.extend
+({
+	r: null, g: null, b: null, a: null,
+	hex: null,
+	
+	styleString: null,
+	
+	
+	init: function( hex )
+	{
+		this.setHex( hex ? hex : 0xff000000 );
+	},
+	
+	setHex: function( hex )
+	{
+		this.hex = hex;
+		this.updateRGBA();
+		this.updateStyleString();
+	},
+	
+	setRGBA: function( r, g, b, a )
+	{
+		this.r = r;
+		this.g = g;
+		this.b = b;
+		this.a = a;
+		
+		this.updateHex();
+		this.updateStyleString();
+	},
+	
+	updateHex: function()
+	{
+		this.hex = this.a << 24 | this.r << 16 | this.g << 8 | this.b;
+	},
+	
+	updateRGBA: function()
+	{
+		this.r = this.hex >> 16 & 0xff;
+		this.g = this.hex >> 8 & 0xff;
+		this.b = this.hex & 0xff;
+		this.a = this.hex >> 24 & 0xff;		
+	},
+	
+	updateStyleString: function()
+	{
+		this.styleString = 'rgba(' + this.r + ',' + this.g + ',' + this.b + ',' + (this.a / 255) + ')';		
+	},
+	
+	toString: function()
+	{
+		return 'Color ( r: ' + this.r + ', g: ' + this.g + ', b: ' + this.b + ', a: ' + this.a + ', hex: ' + this.hex + ', style: ' + this.styleString + ' )';	
+	}
+	
+});
+
+var Vector3 = Class.extend
+({
+	x: null, y: null, z: null,
+	// sx: null, sy: null, sz: null,
+	// userData: null,
+	
+	dx: null, dy: null, dz: null,
+	tx: null, ty: null, tz: null,
+	// oll: null,
+	
+	init: function(x, y, z)
+	{
+		this.x = x ? x : 0;
+		this.y = y ? y : 0;
+		this.z = z ? z : 0;
+	},
+
+	copy: function(v)
+	{
+		this.x = v.x;
+		this.y = v.y;
+		this.z = v.z;
+	},
+	
+	addSelf: function(v)
+	{
+		this.x += v.x;
+		this.y += v.y;
+		this.z += v.z;
+	},
+
+	add: function(v1, v2)
+	{
+		this.x = v1.x + v2.x;
+		this.y = v1.y + v2.y;
+		this.z = v1.z + v2.z;
+	},
+	
+	subSelf: function(v)
+	{
+		this.x -= v.x;
+		this.y -= v.y;
+		this.z -= v.z;
+	},
+
+	sub: function(v1, v2)
+	{
+		this.x = v1.x - v2.x;
+		this.y = v1.y - v2.y;
+		this.z = v1.z - v2.z;
+	},
+	
+	cross: function(v)
+	{
+		this.tx = this.x;
+		this.ty = this.y;
+		this.tz = this.z;
+		
+		this.x = this.ty * v.z - this.tz * v.y;
+		this.y = this.tz * v.x - this.tx * v.z;
+		this.z = this.tx * v.y - this.ty * v.x;
+	},
+	
+	multiply: function(s)
+	{
+		this.x *= s;
+		this.y *= s;
+		this.z *= s;
+	},
+	
+	distanceTo: function(v)
+	{
+		this.dx = this.x - v.x;
+		this.dy = this.y - v.y;
+		this.dz = this.z - v.z;
+		
+		return Math.sqrt(this.dx * this.dx + this.dy * this.dy + this.dz * this.dz);
+	},
+	
+	distanceToSquared: function(v)
+	{
+		this.dx = this.x - v.x;
+		this.dy = this.y - v.y;
+		this.dz = this.z - v.z;
+		
+		return this.dx * this.dx + this.dy * this.dy + this.dz * this.dz;
+	},
+	
+	length: function()
+	{
+		return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
+	},
+	
+	lengthSq: function()
+	{
+		return this.x * this.x + this.y * this.y + this.z * this.z;
+	},
+	
+	negate: function()
+	{
+		this.x = -this.x;
+		this.y = -this.y;
+		this.z = -this.z;
+	},
+	
+	normalize: function()
+	{
+		if (this.length() > 0)
+			this.ool = 1.0 / this.length();
+		else
+			this.ool = 0;
+			
+		this.x *= this.ool;
+		this.y *= this.ool;
+		this.z *= this.ool;
+		return this;
+	},
+	
+	dot: function(v)
+	{
+		return this.x * v.x + this.y * v.y + this.z * v.z;
+	},
+	
+	clone: function()
+	{
+		return new Vector3(this.x, this.y, this.z);
+	},	
+	
+	toVector4: function()
+	{
+		return new Vector4(this.x,this.y,this.z, 1.0);
+	},
+	
+	toString: function()
+	{
+		return 'Vector3 (' + this.x + ', ' + this.y + ', ' + this.z + ')';
+	}
+	
+});
+
+Vector3.add = function(a, b)
+{
+	return new Vector3( a.x + b.x, a.y + b.y, a.z + b.z );
+}
+
+Vector3.sub = function(a, b)
+{
+	return new Vector3( a.x - b.x, a.y - b.y, a.z - b.z );
+}		
+
+Vector3.multiply = function(a, s)
+{
+	return new Vector3( a.x * s, a.y * s, a.z * s );
+}
+
+Vector3.cross = function(a, b)
+{
+	return new Vector3( a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x );
+}
+
+Vector3.dot = function(a, b)
+{
+	return a.x * b.x + a.y * b.y + a.z * b.z;
+}
+
+var Vector4 = Class.extend
+({
+	x: null, y: null, z: null, w: null,
+	// sx: null, sy: null, sz: null,
+	// userData: null,
+
+	dx: null, dy: null, dz: null,
+	tx: null, ty: null, tz: null,
+	// oll: null,
+
+	init: function(x, y, z, w)
+	{
+		this.x = x ? x : 0;
+		this.y = y ? y : 0;
+		this.z = z ? z : 0;
+		this.w = w ? w : 1;
+	},
+
+	copy: function(v)
+	{
+		this.x = v.x;
+		this.y = v.y;
+		this.z = v.z;
+		this.w = v.w;
+	},
+
+	addSelf: function(v)
+	{
+		this.x += v.x;
+		this.y += v.y;
+		this.z += v.z;
+		this.w += v.w;
+	},
+
+	add: function(v1, v2)
+	{
+		this.x = v1.x + v2.x;
+		this.y = v1.y + v2.y;
+		this.z = v1.z + v2.z;
+		this.w = v1.w + v2.w;
+	},
+
+	subSelf: function(v)
+	{
+		this.x -= v.x;
+		this.y -= v.y;
+		this.z -= v.z;
+		this.w -= v.w;
+	},
+
+	sub: function(v1, v2)
+	{
+		this.x = v1.x - v2.x;
+		this.y = v1.y - v2.y;
+		this.z = v1.z - v2.z;
+		this.w = v1.w - v2.w;
+	},
+
+
+	clone: function()
+	{
+		return new Vector4(this.x, this.y, this.z, this.w);
+	},	
+
+	toString: function()
+	{
+		return 'Vector4 (' + this.x + ', ' + this.y + ', ' + this.z + ', ' + this.w + ')';
+	},
+	
+	toVector3: function()
+	{
+		return new Vector3(this.x/this.w,this.y/this.w,this.z/this.w);
+	}
+
+});
+
+Vector4.add = function(a, b)
+{
+	return new Vector3( a.x + b.x, a.y + b.y, a.z + b.z , a.w + b.w );
+}
+
+Vector4.sub = function(a, b)
+{
+	return new Vector3( a.x - b.x, a.y - b.y, a.z - b.z , a.w - b.w );
+}		
+
+var Matrix4 = Class.extend
+({
+	n11: null, n12: null, n13: null, n14: null,
+	n21: null, n22: null, n23: null, n24: null,
+	n31: null, n32: null, n33: null, n34: null,
+	n41: null, n42: null, n43: null, n44: null,
+
+	x: null, y: null, z: null,
+
+	init: function()
+	{
+		this.identity();
+	},
+
+	identity: function()
+	{
+		this.n11 = 1; this.n12 = 0; this.n13 = 0; this.n14 = 0;
+		this.n21 = 0; this.n22 = 1; this.n23 = 0; this.n24 = 0;
+		this.n31 = 0; this.n32 = 0; this.n33 = 1; this.n34 = 0;
+		this.n41 = 0; this.n42 = 0; this.n43 = 0; this.n44 = 1;
+
+		this.x = new Vector3(0,0,0);
+		this.y = new Vector3(0,0,0);
+		this.z = new Vector3(0,0,0);
+	},
+    
+	lookAt: function(eye, center, up)
+	{
+		this.z.sub(center, eye);
+		this.z.normalize();
+		this.z.negate();
+
+		this.x.copy(this.z);
+		this.x.cross(up);
+		this.x.normalize();
+		this.x.negate();
+
+		this.y.copy(this.x);
+		this.y.cross(this.z);
+		this.y.normalize();
+		//this.y.negate(); //
+
+		this.n11 = this.x.x;
+		this.n12 = this.x.y;
+		this.n13 = this.x.z;
+		this.n14 = -this.x.dot(eye);
+		this.n21 = this.y.x;
+		this.n22 = this.y.y;
+		this.n23 = this.y.z;
+		this.n24 = -this.y.dot(eye);
+		this.n31 = this.z.x;
+		this.n32 = this.z.y;
+		this.n33 = this.z.z;
+		this.n34 = -this.z.dot(eye);
+	},
+
+	transform: function(v)
+	{
+        	var vx = v.x, vy = v.y, vz = v.z, vw = (v.w ? v.w : 1.0);
+		v.x = this.n11 * vx + this.n12 * vy + this.n13 * vz + this.n14 * vw;
+		v.y = this.n21 * vx + this.n22 * vy + this.n23 * vz + this.n24 * vw;
+		v.z = this.n31 * vx + this.n32 * vy + this.n33 * vz + this.n34 * vw;
+		
+		vw = this.n41 * vx + this.n42 * vy + this.n43 * vz + this.n44 * vw;
+
+		if(v.w)
+		{
+			v.w = vw;
+		}
+		else
+		{
+			v.x = v.x/vw;
+			v.y = v.y/vw;
+			v.z = v.z/vw;
+		}
+	},
+    
+	crossVector: function(a)
+	{
+		v = new Vector4();
+		v.x = this.n11*a.x+n12*a.y+n13*a.z+n14*a.w;
+		v.y = this.n21*a.x+n22*a.y+n23*a.z+n24*a.w;
+		v.z = this.n31*a.x+n32*a.y+n33*a.z+n34*a.w;
+		if (a.w)
+		{
+			v.w = this.n41*a.x+n42*a.y+n43*a.z+n44*a.w;
+		}
+		else
+		{
+			v.w = 1.0;
+		}
+		return v;
+	},
+	
+	multiply: function(a, b)
+	{
+		this.n11 = a.n11 * b.n11 + a.n12 * b.n21 + a.n13 * b.n31 + a.n14 * b.n41;
+		this.n12 = a.n11 * b.n12 + a.n12 * b.n22 + a.n13 * b.n32 + a.n14 * b.n42;
+		this.n13 = a.n11 * b.n13 + a.n12 * b.n23 + a.n13 * b.n33 + a.n14 * b.n43;
+		this.n14 = a.n11 * b.n14 + a.n12 * b.n24 + a.n13 * b.n34 + a.n14 * b.n44;
+
+		this.n21 = a.n21 * b.n11 + a.n22 * b.n21 + a.n23 * b.n31 + a.n24 * b.n41;
+		this.n22 = a.n21 * b.n12 + a.n22 * b.n22 + a.n23 * b.n32 + a.n24 * b.n42;
+		this.n23 = a.n21 * b.n13 + a.n22 * b.n23 + a.n23 * b.n33 + a.n24 * b.n34;
+		this.n24 = a.n21 * b.n14 + a.n22 * b.n24 + a.n23 * b.n34 + a.n24 * b.n44;
+
+		this.n31 = a.n31 * b.n11 + a.n32 * b.n21 + a.n33 * b.n31 + a.n34 * b.n41;
+		this.n32 = a.n31 * b.n12 + a.n32 * b.n22 + a.n33 * b.n32 + a.n34 * b.n42;
+		this.n33 = a.n31 * b.n13 + a.n32 * b.n23 + a.n33 * b.n33 + a.n34 * b.n43;
+		this.n34 = a.n31 * b.n14 + a.n32 * b.n24 + a.n33 * b.n34 + a.n34 * b.n44;
+
+		this.n41 = a.n41 * b.n11 + a.n42 * b.n21 + a.n43 * b.n31 + a.n44 * b.n41;
+		this.n42 = a.n41 * b.n12 + a.n42 * b.n22 + a.n43 * b.n32 + a.n44 * b.n42;
+		this.n43 = a.n41 * b.n13 + a.n42 * b.n23 + a.n43 * b.n33 + a.n44 * b.n43;
+		this.n44 = a.n41 * b.n14 + a.n42 * b.n24 + a.n43 * b.n34 + a.n44 * b.n44;
+	},
+
+	multiplySelf: function(m)
+	{
+		var n11 = this.n11, n12 = this.n12, n13 = this.n13, n14 = this.n14;
+		var n21 = this.n21, n22 = this.n22, n23 = this.n23, n24 = this.n24;
+		var n31 = this.n31, n32 = this.n32, n33 = this.n33, n34 = this.n34;
+		var n41 = this.n41, n42 = this.n42, n43 = this.n43, n44 = this.n44;
+
+		this.n11 = n11 * m.n11 + n12 * m.n21 + n13 * m.n31 + n14 * m.n41;
+		this.n12 = n11 * m.n12 + n12 * m.n22 + n13 * m.n32 + n14 * m.n42;
+		this.n13 = n11 * m.n13 + n12 * m.n23 + n13 * m.n33 + n14 * m.n43;
+		this.n14 = n11 * m.n14 + n12 * m.n24 + n13 * m.n34 + n14 * m.n44;
+
+		this.n21 = n21 * m.n11 + n22 * m.n21 + n23 * m.n31 + n24 * m.n41;
+		this.n22 = n21 * m.n12 + n22 * m.n22 + n23 * m.n32 + n24 * m.n42;
+		this.n23 = n21 * m.n13 + n22 * m.n23 + n23 * m.n33 + n24 * m.n43;
+		this.n24 = n21 * m.n14 + n22 * m.n24 + n23 * m.n34 + n24 * m.n44;
+
+		this.n31 = n31 * m.n11 + n32 * m.n21 + n33 * m.n31 + n34 * m.n41;
+		this.n32 = n31 * m.n12 + n32 * m.n22 + n33 * m.n32 + n34 * m.n42;
+		this.n33 = n31 * m.n13 + n32 * m.n23 + n33 * m.n33 + n34 * m.n43;
+		this.n34 = n31 * m.n14 + n32 * m.n24 + n33 * m.n34 + n34 * m.n44;
+
+		this.n41 = n41 * m.n11 + n42 * m.n21 + n43 * m.n31 + n44 * m.n41;
+		this.n42 = n41 * m.n12 + n42 * m.n22 + n43 * m.n32 + n44 * m.n42;
+		this.n43 = n41 * m.n13 + n42 * m.n23 + n43 * m.n33 + n44 * m.n43;
+		this.n44 = n41 * m.n14 + n42 * m.n24 + n43 * m.n34 + n44 * m.n44;
+	},
+
+	clone: function()
+	{
+		var m = new Matrix4();
+		m.n11 = this.n11; m.n12 = this.n12; m.n13 = this.n13; m.n14 = this.n14;
+		m.n21 = this.n21; m.n22 = this.n22; m.n23 = this.n23; m.n24 = this.n24;
+		m.n31 = this.n31; m.n32 = this.n32; m.n33 = this.n33; m.n34 = this.n34;
+		m.n41 = this.n41; m.n42 = this.n42; m.n43 = this.n43; m.n44 = this.n44;
+		return m;
+	},
+    
+	toString: function()
+	{
+        	return "| " + this.n11 + " " + this.n12 + " " + this.n13 + " " + this.n14 + " |\n" +
+                        "| " + this.n21 + " " + this.n22 + " " + this.n23 + " " + this.n24 + " |\n" +
+                        "| " + this.n31 + " " + this.n32 + " " + this.n33 + " " + this.n34 + " |\n" +
+                        "| " + this.n41 + " " + this.n42 + " " + this.n43 + " " + this.n44 + " |";
+	}
+});
+
+Matrix4.translationMatrix = function(x, y, z)
+{
+	var m = new Matrix4();
+
+	m.n14 = x;
+	m.n24 = y;
+	m.n34 = z;
+
+	return m;
+}
+
+Matrix4.scaleMatrix = function(x, y, z)
+{
+	var m = new Matrix4();
+
+	m.n11 = x;
+	m.n22 = y;
+	m.n33 = z;
+
+	return m;
+}
+
+Matrix4.rotationXMatrix = function(theta)
+{
+	var rot = new Matrix4();
+
+	rot.n22 = rot.n33 = Math.cos(theta);
+	rot.n32 = Math.sin(theta);
+	rot.n23 = -rot.n32;
+
+	return rot;
+}
+
+Matrix4.rotationYMatrix = function(theta)
+{
+	var rot = new Matrix4();
+
+	rot.n11 = rot.n33 = Math.cos(theta);
+	rot.n13 = Math.sin(theta);
+	rot.n31 = -rot.n13;
+
+	return rot;
+}
+
+Matrix4.rotationZMatrix = function(theta)
+{
+	var rot = new Matrix4();
+
+	rot.n11 = rot.n22 = Math.cos(theta);
+	rot.n21 = Math.sin(theta);
+	rot.n12 = -rot.n21;
+
+	return rot;
+}
+
+Matrix4.makeFrustum = function(left,right,bottom,top,near,far)
+{
+	var m = new Matrix4();
+	
+	var x = 2*near/(right-left);
+	var y = 2*near/(top-bottom);
+	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);
+	
+	m.n11=x;
+	m.n13=a;
+	m.n22=y;
+	m.n23=b;
+	m.n33=c;
+	m.n34=d;
+	m.n43=-1;
+	m.n44=0;
+	
+	return m;
+}
+
+Matrix4.makePerspective = function(fovy, aspect, near, far)
+{
+	var ymax = near * Math.tan(fovy * 0.00872664625972);
+	var ymin = -ymax;
+	var xmin = ymin * aspect;
+	var xmax = ymax * aspect;
+	return Matrix4.makeFrustum(xmin, xmax, ymin, ymax, near, far);
+}
+
+
+
+
+
+
+var Vertex = Vector3.extend
+({
+	u: null, v: null,
+	screen: null,
+	normal : null,
+	visible: null,
+
+	init: function(x, y, z)
+	{
+		this._super(x, y, z);
+		this.screen = new Vector3();
+	},
+
+	toString: function()
+	{
+		return 'Vertex ( ' + this.x + ', ' + this.y + ', ' + this.z + ' )';
+	}
+});
+
+var Face3 = Vector3.extend
+({
+	a: null, b: null, c: null,
+	screen: null,
+	uv: null,
+	normal: null,
+	color: null,
+
+	init: function(a, b, c, uv, normal, color)
+	{
+		this._super((a.x + b.x + c.x) / 3, (a.y + b.y + c.y) / 3, (a.z + b.z + c.z) / 3);	
+	
+		this.a = a;
+		this.b = b;
+		this.c = c;
+
+		this.screen = new Vector3();
+		
+		this.uv = uv ? uv : [ [0, 0], [0, 0], [0, 0] ];
+		this.normal = normal ? normal : new Vector3();
+
+		this.color = color ? color : new Color();
+	},
+
+	toString: function()
+	{
+		return 'Face3 ( ' + this.a + ', ' + this.b + ', ' + this.c + ' )';
+	}
+});
+
+var Face4 = Vector3.extend
+({
+	a: null, b: null, c: null, d: null,
+	normal: null,
+	screen: null,
+	color: null,
+
+	init: function(a, b, c, d, uv, normal, color)
+	{
+		this._super((a.x + b.x + c.x + d.x) / 4, (a.y + b.y + c.y + d.y) / 4, (a.z + b.z + c.z + d.z) / 4);
+	
+		this.a = a;
+		this.b = b;
+		this.c = c;
+		this.d = d;
+		
+		this.screen = new Vector3();
+
+		this.color = color ? color : new Color();
+	},
+
+	toString: function()
+	{
+		return 'Face4 ( ' + this.a + ', ' + this.b + ', ' + this.c + ', ' + this.d + ' )';
+	}
+});
+
+var Geometry = Class.extend
+({
+	vertices: null,
+	faces: null,
+
+	init: function()
+	{
+		this.vertices = new Array();
+		this.faces = new Array();
+	}
+});
+
+var Camera = Vector3.extend
+({
+	up: null,
+	target: null,
+	zoom: null,
+	focus: null,
+	roll: null,
+
+	matrix: null,
+	projectionMatrix: null,
+
+	init: function(x, y, z)
+	{
+		this._super(x, y, z);
+		this.up = new Vector3( 0, 1, 0 );
+		this.target = new Vector3( 0, 0, 0 );
+		
+		this.projectionMatrix = Matrix4.makePerspective(45, 1, 0.001, 1000);
+
+		this.matrix = new Matrix4();
+		this.updateMatrix();
+	},
+
+	updateMatrix: function()
+	{
+		this.matrix.lookAt( this, this.target, this.up );
+	},
+	
+	setProjectionMatrix: function(matrix)
+	{
+		this.projectionMatrix=matrix;
+	},
+
+	toString: function()
+	{
+		return 'Camera ( ' + this.x + ', ' + this.y + ', ' + this.z + ' )';
+	}
+});
+var Object3D = Class.extend
+({
+	position: null,
+	rotation: null,
+	scale: null,
+
+	matrix: null,
+	screen: null,
+
+	init: function()
+	{
+		this.position = new Vector3(0, 0, 0);
+		this.rotation = new Vector3(0, 0, 0);
+		this.scale = new Vector3(1, 1, 1);
+
+		this.matrix = new Matrix4();
+		this.screen = new Vector3(0, 0, 0);		
+	},
+
+	updateMatrix: function()
+	{
+		this.matrix.identity();
+
		this.matrix.multiplySelf( Matrix4.translationMatrix( this.position.x, this.position.y, this.position.z) );
+		this.matrix.multiplySelf( Matrix4.rotationXMatrix( this.rotation.x ) );
+		this.matrix.multiplySelf( Matrix4.rotationYMatrix( this.rotation.y ) );
+		this.matrix.multiplySelf( Matrix4.rotationZMatrix( this.rotation.z ) );
+		this.matrix.multiplySelf( Matrix4.scaleMatrix( this.scale.x, this.scale.y, this.scale.z ) );
+	}
+});
+
+var Mesh = Object3D.extend
+({
+	geometry: null,
+	material: null,
+	
+	doubleSide: null,
+
+	init: function( geometry, material )
+	{
+		this._super();
+		this.geometry = geometry;
+		this.material = material;
+	}
+});
+
+var Particle = Object3D.extend
+({
+	size: 1,
+	material: null,
+
+	init: function( material )
+	{
+		this._super();
+		this.material = material;
+	}
+});
+
+var Plane = Geometry.extend
+({
+	init: function( width, height )
+	{
+		this._super();
+		
+		var width_half = width / 2;
+		var height_half = height / 2;
+		
+		this.v( -width_half,  height_half, 0 );
+		this.v(  width_half,  height_half, 0 );
+		this.v(  width_half, -height_half, 0 );
+		this.v( -width_half, -height_half, 0 );
+		
+		this.f4( 0, 1, 2, 3 );
+	},
+	
+	v: function( x, y, z )
+	{
+		this.vertices.push( new Vertex( x, y, z ) );
+	},
+
+	f4: function( a, b, c, d )
+	{
+		this.faces.push( new Face4( this.vertices[a], this.vertices[b], this.vertices[c], this.vertices[d] ) );
+	}	
+});
+
+var Cube = Geometry.extend
+({
+	init: function( width, height, depth )
+	{
+		this._super();
+		
+		var width_half = width / 2;
+		var height_half = height / 2;
+		var depth_half = depth / 2;
+		
+		this.v(  width_half,  height_half, -depth_half );
+		this.v(  width_half, -height_half, -depth_half );
+		this.v( -width_half, -height_half, -depth_half );
+		this.v( -width_half,  height_half, -depth_half );
+		this.v(  width_half,  height_half,  depth_half );
+		this.v(  width_half, -height_half,  depth_half );
+		this.v( -width_half, -height_half,  depth_half );
+		this.v( -width_half,  height_half,  depth_half );
+		
+		this.f4( 0, 1, 2, 3 );
+		this.f4( 4, 7, 6, 5 );
+		this.f4( 0, 4, 5, 1 );
+		this.f4( 1, 5, 6, 2 );
+		this.f4( 2, 6, 7, 3 );
+		this.f4( 4, 0, 3, 7 );
+	},
+
+	v: function( x, y, z )
+	{
+		this.vertices.push( new Vertex( x, y, z ) );
+	},
+
+	f4: function( a, b, c, d )
+	{
+		this.faces.push( new Face4( this.vertices[a], this.vertices[b], this.vertices[c], this.vertices[d] ) );
+	}	
+});
+
+var ColorMaterial = Class.extend
+({
+	color: null,
+
+	init: function( hex, opacity )
+	{
+		this.color = new Color( (opacity ? (opacity * 0xff) << 24 : 0xff000000) | hex );
+	}
+});
+
+var FaceColorMaterial = Class.extend
+({
+});
+
+var Scene = Class.extend
+({
+	objects: null,
+
+	init: function()
+	{
+		this.objects = new Array();
+	},
+
+	add: function( object )
+	{
+		this.objects.push( object );
+	},
+
+	remove: function( object )
+	{
+		for(var i = 0; i < this.objects.length; i++)
+			if(object == this.objects[i])
+				alert("yay");
+	},
+
+	toString: function()
+	{
+		return 'Scene ( ' + this.objects + ' )';
+	}
+});
+
+var Renderer = Class.extend
+({
+	matrix: null,
+
+	viewport: null,
+	renderList: null,
+
+	face3Pool: null,
+	face4Pool: null,
+
+	width: null,
+	height: null,
+	widthHalf: null,
+	heightHalf: null,
+
+	init: function()
+	{
+		this.matrix = new Matrix4();
+
+		this.face3Pool = new Array();
+		this.face4Pool = new Array();
+	},
+
+	setSize: function( width, height )
+	{
+		this.width = width;
+		this.height = height;
+
+		this.widthHalf = this.width / 2;
+		this.heightHalf = this.height / 2;
+	},
+
+	sort: function(a, b)
+	{
+		return b.screen.z - a.screen.z;
+	},
+
+	render: function( scene, camera )
+	{
+		var vertex, face, object;
+		var face3count = 0, face4count = 0;
+
+		this.renderList = new Array();
+
+		for (var i = 0; i < scene.objects.length; i++)
+		{
+			object = scene.objects[i];
+
+			
+			if (object instanceof Mesh)
+			{
+	
+				this.matrix.multiply( camera.matrix, object.matrix );
+				
+				// vertices
+
+				for (var j = 0; j < object.geometry.vertices.length; j++)
+				{
+					vertex = object.geometry.vertices[j];
+
+					vertex.screen.copy( vertex );
+
+					this.matrix.transform( vertex.screen );
+					camera.projectionMatrix.transform( vertex.screen );
+
+					vertex.visible = vertex.screen.z > 0 && object.screen.z < 1;		
+					
+					//convert to screen coords
+					vertex.screen.x *= this.widthHalf;
+					vertex.screen.y *= this.heightHalf; 
+				}
+
+				// faces
+
+				for (j = 0; j < object.geometry.faces.length; j++)
+				{
+					face = object.geometry.faces[j];
+
+					// TODO: Use normals for culling
+
+					if (face instanceof Face3)
+					{
+						if (face.a.visible && face.b.visible && face.c.visible && (object.doubleSided ||
+						   (face.c.screen.x - face.a.screen.x) * (face.b.screen.y - face.a.screen.y) -
+						   (face.c.screen.y - face.a.screen.y) * (face.b.screen.x - face.a.screen.x) > 0) )
+						{
+							face.screen.z = (face.a.screen.z + face.b.screen.z + face.c.screen.z) * 0.3;
+
+							if (this.face3Pool[face3count] == null)
+								this.face3Pool[face3count] = new Face3(new Vertex(), new Vertex(), new Vertex());
+
+							this.face3Pool[face3count].a.screen.copy(face.a.screen);
+							this.face3Pool[face3count].b.screen.copy(face.b.screen);
+							this.face3Pool[face3count].c.screen.copy(face.c.screen);
+							this.face3Pool[face3count].screen.z = face.screen.z;
+							this.face3Pool[face3count].color = face.color;
+							this.face3Pool[face3count].material = object.material;
+
+							this.renderList.push( this.face3Pool[face3count] );
+
+							face3count++;
+						}
+					}
+					else if (face instanceof Face4)
+					{
+						if (face.a.visible && face.b.visible && face.c.visible && (object.doubleSided ||
+						   ((face.d.screen.x - face.a.screen.x) * (face.b.screen.y - face.a.screen.y) -
+						   (face.d.screen.y - face.a.screen.y) * (face.b.screen.x - face.a.screen.x) > 0 ||
+						   (face.b.screen.x - face.c.screen.x) * (face.d.screen.y - face.c.screen.y) -
+						   (face.b.screen.y - face.c.screen.y) * (face.d.screen.x - face.c.screen.x) > 0)) )
+						{
+							face.screen.z = (face.a.screen.z + face.b.screen.z + face.c.screen.z + face.d.screen.z) * 0.25;
+
+							if (this.face4Pool[face4count] == null)
+								this.face4Pool[face4count] = new Face4(new Vertex(), new Vertex(), new Vertex(), new Vertex());
+
+							this.face4Pool[face4count].a.screen.copy(face.a.screen);
+							this.face4Pool[face4count].b.screen.copy(face.b.screen);
+							this.face4Pool[face4count].c.screen.copy(face.c.screen);
+							this.face4Pool[face4count].d.screen.copy(face.d.screen);
+							this.face4Pool[face4count].screen.z = face.screen.z;
+							this.face4Pool[face4count].color = face.color;
+							this.face4Pool[face4count].material = object.material;
+
+							this.renderList.push( this.face4Pool[face4count] );
+
+							face4count++;
+						}						
+					}
+				}
+			}
+			else if (object instanceof Particle)
+			{
+				object.screen=object.position.toVector4();
+				camera.matrix.transform( object.screen );
+				camera.projectionMatrix.transform( object.screen );
+				
+				var size=object.screen.x/object.screen.w-(object.screen.x+camera.projectionMatrix.n11)/(object.screen.w+camera.projectionMatrix.n14);
+				object.zsize=Math.abs(size)*object.size;
+				
+				object.screen=object.screen.toVector3();
+				
+				if (object.screen.z > 0 && object.screen.z < 1 
+				&& object.screen.x+object.zsize > -1 && object.screen.x-object.zsize < 1
+				&& object.screen.y+object.zsize > -1 && object.screen.y-object.zsize < 1){
+					object.zsize *= this.widthHalf;
+					object.screen.x *= this.widthHalf;
+					object.screen.y *= this.heightHalf; 
+					this.renderList.push( object );
+				}
+			}
+		}
+
+		this.renderList.sort(this.sort);
+	}
+});
+var CanvasRenderer = Renderer.extend
+({
+	context: null,
+
+	init: function()
+	{
+		this._super();
+
+		this.viewport = document.createElement("canvas");
+		this.viewport.style.position = "absolute";
+
+		this.context = this.viewport.getContext("2d");
+	},
+
+	setSize: function( width, height )
+	{
+		this._super( width, height );
+
+		this.viewport.width = this.width;
+		this.viewport.height = this.height;
+		
+		this.context.setTransform(1, 0, 0, 1, this.widthHalf, this.heightHalf);
+	},
+
+	render: function( scene, camera )
+	{
+		this._super( scene, camera );
+
+		var element , pi2 = Math.PI * 2;
+
+		this.context.clearRect (-this.widthHalf, -this.heightHalf, this.width, this.height);
+		
+		for (j = 0; j < this.renderList.length; j++)
+		{
+			element = this.renderList[j];
+			
+			if (element.material instanceof ColorMaterial)
+			{
+				this.context.fillStyle = element.material.color.styleString;
+			}
+			else if (element.material instanceof FaceColorMaterial)
+			{
+				this.context.fillStyle = element.color.styleString;
+			}
+			
+			if (element instanceof Face3)
+			{
+				this.context.beginPath();
+				this.context.moveTo(element.a.screen.x, element.a.screen.y);
+				this.context.lineTo(element.b.screen.x, element.b.screen.y);
+				this.context.lineTo(element.c.screen.x, element.c.screen.y);
+				this.context.fill();
+				this.context.closePath();
+			}
+			else if (element instanceof Face4)
+			{
+				this.context.beginPath();
+				this.context.moveTo(element.a.screen.x, element.a.screen.y);
+				this.context.lineTo(element.b.screen.x, element.b.screen.y);
+				this.context.lineTo(element.c.screen.x, element.c.screen.y);
+				this.context.lineTo(element.d.screen.x, element.d.screen.y);
+				this.context.fill();
+				this.context.closePath();
+			}
+			else if (element instanceof Particle)
+			{
+				this.context.beginPath();
+				this.context.arc(element.screen.x, element.screen.y, element.zsize, 0, pi2, true);
+				this.context.fill();
+				this.context.closePath();				
+			}
+			
+		}
+	}
+});
+
+var SVGRenderer = Renderer.extend
+({
+	svgPathPool: null,
+	svgCirclePool: null,
+
+	init: function()
+	{
+		this._super();
+
+		this.viewport = document.createElementNS('http://www.w3.org/2000/svg', 'svg');
+		this.viewport.style.position = "absolute";
+
+		this.svgPathPool = new Array();
+		this.svgCirclePool = new Array();
+	},
+
+	setSize: function( width, height )
+	{
+		this.viewport.setAttribute('viewBox', (-width / 2) + ' ' + (-height / 2) + ' ' + width + ' ' + height );
+		this.viewport.setAttribute('width', width);
+		this.viewport.setAttribute('height', height);
+	},
+	
+	render: function( scene, camera )
+	{
+		this._super( scene, camera );
+
+		while (this.viewport.childNodes.length > 0)
+		{
+			this.viewport.removeChild(this.viewport.childNodes[0]);
+		}
+		
+		var pathCount = 0, circleCount = 0, svgNode;
+		
+		for (j = 0; j < this.renderList.length; j++)
+		{
+			element = this.renderList[j];
+
+			if (element instanceof Face3)
+			{
+				svgNode = this.getPathNode(pathCount++);
+				svgNode.setAttribute('d', 'M ' + element.a.screen.x + ' ' + element.a.screen.y + ' L ' + element.b.screen.x + ' ' + element.b.screen.y + ' L ' + element.c.screen.x + ',' + element.c.screen.y + 'z');					
+			}
+			else if (element instanceof Face4)
+			{
+				svgNode = this.getPathNode(pathCount++);
+				svgNode.setAttribute('d', 'M ' + element.a.screen.x + ' ' + element.a.screen.y + ' L ' + element.b.screen.x + ' ' + element.b.screen.y + ' L ' + element.c.screen.x + ',' + element.c.screen.y + ' L ' + element.d.screen.x + ',' + element.d.screen.y + 'z');
+			}
+			else if (element instanceof Particle)
+			{
+				svgNode = this.getCircleNode(circleCount++);
+				svgNode.setAttribute('cx', element.screen.x);
+				svgNode.setAttribute('cy', element.screen.y);
+				svgNode.setAttribute('r', element.zsize);
+			}
+
+			if (element.material instanceof ColorMaterial)
+			{
+				svgNode.setAttribute('style', 'fill: rgb(' + element.material.color.r + ',' + element.material.color.g + ',' + element.material.color.b + ')');
+			}
+			else if (element.material instanceof FaceColorMaterial)
+			{
+				svgNode.setAttribute('style', 'fill: rgb(' + element.color.r + ',' + element.color.g + ',' + element.color.b + ')');
+			}
+
+			this.viewport.appendChild(svgNode);
+		}
+	},
+	
+	getPathNode: function( id )
+	{
+		if (this.svgPathPool[id] == null)
+		{
+			this.svgPathPool[id] = document.createElementNS('http://www.w3.org/2000/svg', 'path');
+			// this.svgPathPool[id].setAttribute('shape-rendering', 'crispEdges'); //optimizeSpeed
+			return this.svgPathPool[id];
+		}
+		
+		return this.svgPathPool[id];
+	},
+	
+	getCircleNode: function( id )
+	{
+		if (this.svgCirclePool[id] == null)
+		{
+			this.svgCirclePool[id] = document.createElementNS('http://www.w3.org/2000/svg', 'circle');
+			// this.svgCirclePool[id].setAttribute('shape-rendering', 'crispEdges'); //optimizeSpeed
+			this.svgCirclePool[id].setAttribute('fill', 'red');
+			return this.svgCirclePool[id];
+		}
+		
+		return this.svgCirclePool[id];
+	}
+});
+
+var GLRenderer = Renderer.extend
+({
+	
+	init: function()
+	{
+		this._super();
+		
+		this.viewport = document.createElement("canvas");
+		this.viewport.style.position = "absolute";
+		
+		try {
+			this.gl = this.viewport.getContext("experimental-webgl");
+		} catch(e) {}
+			
+		if (!this.gl) {
+			alert("WebGL not supported");
+			throw "cannot create webgl context";
+		}
+		
+		this.gl.enable(this.gl.DEPTH_TEST);
+		
+		this.createProgram();
+	},
+	
+	createProgram: function()
+	{
+		var gl=this.gl;
+		
+		var vtxShader=[
+		"attribute vec3 position;",
+		"attribute vec4 color;",
+		"uniform mat4 mvMatrix;",
+		"uniform mat4 pMatrix;",
+		"varying vec4 vcolor;",
+		"void main(){",
+		"vcolor=color;",
+		"gl_Position = pMatrix*mvMatrix*vec4(position,1.0);",
+		"}"
+		].join("");
+		
+		frgShader=[
+		"varying vec4 vcolor;",
+		"void main(){",
+		"gl_FragColor=vcolor;",
+		"}"
+		].join("");
+		
+		var vertexShader=gl.createShader(gl.VERTEX_SHADER);
+		var fragmentShader=gl.createShader(gl.FRAGMENT_SHADER);
+
+		gl.shaderSource(vertexShader, vtxShader);
+		
+		gl.shaderSource(fragmentShader,frgShader);
+		gl.compileShader(fragmentShader);
+		
+		this.program = gl.createProgram();
+		gl.attachShader(this.program, vertexShader);
+		gl.attachShader(this.program, fragmentShader);
+		gl.linkProgram(this.program);
+		
+		this.program.mvMatrix=gl.getUniformLocation(this.program, "mvMatrix");
+		this.program.pMatrix=gl.getUniformLocation(this.program, "pMatrix");
+		this.program.position=gl.getAttribLocation(this.program, "position");
+		this.program.color=gl.getAttribLocation(this.program, "color");
+		
+		this.program.mvMatrixArray=new WebGLFloatArray(16);
+		this.program.pMatrixArray=new WebGLFloatArray(16);
+	},
+	
+	matrix2Array: function( matrix, array )
+	{
+		array[0]=matrix.n11;
+		array[1]=matrix.n12;
+		array[3]=matrix.n13;
+		array[4]=matrix.n14;
+		array[5]=matrix.n21;
+		array[6]=matrix.n22;
+		array[7]=matrix.n23;
+		array[8]=matrix.n24;
+		array[9]=matrix.n31;
+		array[10]=matrix.n32;
+		array[11]=matrix.n33;
+		array[12]=matrix.n34;
+		array[13]=matrix.n41;
+		array[14]=matrix.n42;
+		array[15]=matrix.n43;
+		array[16]=matrix.n44;
+	},
+	
+	render: function( scene, camera )
+	{		
+		var gl=this.gl;
+
+		gl.viewport(0,0,this.width,this.height);
+		gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+		
+		for (var i = 0; i < scene.objects.length; i++)
+		{
+			object = scene.objects[i];
+			
+			if (object instanceof Mesh)
+			{
+				// Very inefficient but easiest way initially
+				var vertexArray = [];
+				var faceArray = [];
+				var colorArray = [];
+				var vertexIndex = 0;
+				var color;
+				
+				for (j = 0; j < object.geometry.faces.length; j++)
+				{
+					face = object.geometry.faces[j];
+					color = face.color;
+					
+					if (face instanceof Face3){
+						vertexArray.push( face.a.x, face.a.y, face.a.z );
+						vertexArray.push( face.b.x, face.b.y, face.b.z );
+						vertexArray.push( face.c.x, face.c.y, face.c.z );
+						colorArray.push( color.r, color.g, color.b, color.a );
+						colorArray.push( color.r, color.g, color.b, color.a );
+						colorArray.push( color.r, color.g, color.b, color.a );
+						faceArray.push( vertexIndex, vertexIndex+1, vertexIndex+2 );
+						vertexIndex += 3;
+					}
+					else if (face instanceof Face4)
+					{
+						vertexArray.push( face.a.x, face.a.y, face.a.z );
+						vertexArray.push( face.b.x, face.b.y, face.b.z );
+						vertexArray.push( face.c.x, face.c.y, face.c.z );
+						vertexArray.push( face.d.x, face.d.y, face.d.z );
+						colorArray.push( color.r, color.g, color.b, color.a );
+						colorArray.push( color.r, color.g, color.b, color.a );
+						colorArray.push( color.r, color.g, color.b, color.a );
+						colorArray.push( color.r, color.g, color.b, color.a );
+						faceArray.push( vertexIndex, vertexIndex+1, vertexIndex+2 );
+						faceArray.push( vertexIndex, vertexIndex+3, vertexIndex+3 );
+						vertexIndex += 4;
+					}
+				}
+				
+				
+				var vertexArray = new WebGLFloatArray(vertexArray);
+				var colorArray = new WebGLFloatArray(colorArray);
+				var faceArray = new WebGLUnsignedShortArray(faceArray);
+					
+				if (!object.WebGLVertexBuffer) object.WebGLVertexBuffer = gl.createBuffer();
+				gl.bindBuffer( gl.ARRAY_BUFFER, object.WebGLVertexBuffer );
+				gl.bufferData( gl.ARRAY_BUFFER, vertexArray, gl.DYNAMIC_DRAW );
+					
+				if (!object.WebGLColorBuffer) object.WebGLColorBuffer = gl.createBuffer();
+				gl.bindBuffer( gl.ARRAY_BUFFER, object.WebGLColorBuffer );
+				gl.bufferData( gl.ARRAY_BUFFER, vertexArray, gl.DYNAMIC_DRAW );
+					
+				if(!object.WebGLFaceBuffer) object.WebGLFaceBuffer = gl.createBuffer();
+				
+				gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, object.WebGLFaceBuffer );
+				gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faceArray, gl.DYNAMIC_DRAW );
+				
+				
+				gl.useProgram(this.program);
+			
+				this.matrix.multiply( camera.matrix, object.matrix );
+				
+				this.matrix2Array( this.matrix, this.program.mvMatrixArray );
+				this.matrix2Array( camera.projectionMatrix, this.program.pMatrixArray );
+				
+				gl.uniformMatrix4fv(this.program.pMatrix, true, this.program.pMatrixArray);
+				gl.uniformMatrix4fv(this.program.mvMatrix, true, this.program.mvMatrixArray);
+				
+				for(var i=0; i<8; i++) gl.disableVertexAttribArray(i);
+				
+				gl.bindBuffer(gl.ARRAY_BUFFER, object.WebGLVertexBuffer);
+				gl.enableVertexAttribArray(this.program.position);
+				gl.vertexAttribPointer(this.program.position, 3, gl.FLOAT, false, 0, 0);
+				
+				gl.bindBuffer(gl.ARRAY_BUFFER, object.WebGLColorBuffer);
+				gl.enableVertexAttribArray(this.program.color);
+				gl.vertexAttribPointer(this.program.color, 4, gl.FLOAT, false, 0, 0);
+				
+				gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, object.WebGLFaceBuffer);
+				alert(faceArray.length);
+				gl.drawElements(gl.TRIANGLES,faceArray.length, gl.UNSIGNED_SHORT, 0);
+			}
+			//TODO Particles!!
+		}
+	}
+});
+	
+	
+

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