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<!doctype html>
<html>
<head>
<script>
// Test that texImage2D on an animated image doesn't assert.
var gl;
function start() {
canvas = document.getElementById("glcanvas");
gl = null;
try {
gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
}
catch(e) {
}
if (!gl) {
return;
}
var texture = gl.createTexture();
var image = new Image();
image.onload = function() { handleTextureLoaded(image, texture); }
image.src = "1249576-1.png"; // an animated png
}
function handleTextureLoaded(image, texture) {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
}
</script>
</head>
<body onload="start()">
<canvas id="glcanvas" width="640" height="480">
Your browser doesn't appear to support the <code><canvas></code> element.
</canvas>
</body>
</html>
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