Having an issue getting my html page to load properly











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I'm trying to make a canvas displaying a 3-dimensional space with normals and a light source. A slider will also be implemented to be able to change the x and the y of the light source. When I run the HTML file in Chrome, all i get is a blank canvas. What i should be getting is a canvas showing rows of block normals with spheres on top. The error I'm guessing is most likely in this implementation of the normals. The code I included consists of the code involving the normals in my .js file.



    get normals(){
return[[0,1,0,0],[0,1,0,0],[0,1,0,0],[0,1,0,0],[0,1,0,0],[0,1,0,0], ];
}

window.addEventListener("load", function init()
{
let canvas = document.getElementById( "gl-canvas" );

let gl = WebGLUtils.setupWebGL(canvas);
if ( !gl ) { alert( "WebGL isn't available" ); }
gl.enable(gl.DEPTH_TEST);
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clearColor(...X11.AliceBlue);


let program = initShaders( gl, vertex_shader, fragment_shader);
gl.useProgram( program );


let vertices = ;
let normals = ;

const extent = 3;
const minX = -extent;
const maxX = extent;
const minZ = -extent;
const maxZ = extent;

let ground = new Ground(minX, maxX, minZ, maxZ);
vertices = vertices.concat(ground.points);
colors = colors.concat(ground.color_scheme);
normals = normals.concat(ground.normals);

const pillarRows = 5;
const pillarColumns = 6;
const pillarRadius = .05;
const pillarHeight = .5;
const pillarSchemeColors = [X11.LightSkyBlue1, X11.LightSkyBlue2];


const pMaxX = maxX - pillarRadius;
const pMinX = minX + pillarRadius;
const pMaxZ = maxZ - pillarRadius;
const pMinZ = minZ + pillarRadius;

const xDelta = (pMaxX - pMinX) / (pillarColumns - 1);
const zDelta = (pMaxZ - pMinZ) / (pillarRows - 1);

for(let r = 0; r < pillarRows; r++ ) {
for(let c = 0; c < pillarColumns; c++) {

const baseX = pMinX + c * xDelta;
const baseY = 0;
const baseZ = pMinZ + r * zDelta;

let box = new cs4722_objects.Block();
box.width = Math.sqrt(2) * pillarRadius;
box.depth = box.width;
box.center = [baseX, baseY + pillarHeight/2, baseZ];
box.height = pillarHeight;

vertices = vertices.concat(box.points);
normals = normals.concat(box.normals);

//creates the box normals and their parameters
let sph = new cs4722_objects.Sphere();
sph.radius = .1;
sph.center = [baseX, (baseY + pillarHeight) + .1, baseZ];
vertices = vertices.concat(sph.points);
normals = normals.concat(sph.normals);

//light effects
let objAmbient = X11.Yellow;
let objDiffuse = vec4(1.0, 0.8, 0.0, 1.0);
let objSpecular = X11.DarkMagenta;
let objShininess = 120;

//position of light
let lightPosition = [1,1,3,1];
let lightAmbient = [1,1,1,1];
let lightDiffuse = [1,1,1,1];
let lightSpecular = [1,1,1,1];

//combines the objects effects with the lights position
let ambientProduct = mult(objAmbient, lightAmbient);
let diffuseProduct = mult(objDiffuse, lightDiffuse);
let specularProduct = mult(objSpecular, lightSpecular);
let shininess = objShininess
}

document.getElementById("Y-axis").value = 50;

listenerSetup();









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    I'm trying to make a canvas displaying a 3-dimensional space with normals and a light source. A slider will also be implemented to be able to change the x and the y of the light source. When I run the HTML file in Chrome, all i get is a blank canvas. What i should be getting is a canvas showing rows of block normals with spheres on top. The error I'm guessing is most likely in this implementation of the normals. The code I included consists of the code involving the normals in my .js file.



        get normals(){
    return[[0,1,0,0],[0,1,0,0],[0,1,0,0],[0,1,0,0],[0,1,0,0],[0,1,0,0], ];
    }

    window.addEventListener("load", function init()
    {
    let canvas = document.getElementById( "gl-canvas" );

    let gl = WebGLUtils.setupWebGL(canvas);
    if ( !gl ) { alert( "WebGL isn't available" ); }
    gl.enable(gl.DEPTH_TEST);
    gl.viewport( 0, 0, canvas.width, canvas.height );
    gl.clearColor(...X11.AliceBlue);


    let program = initShaders( gl, vertex_shader, fragment_shader);
    gl.useProgram( program );


    let vertices = ;
    let normals = ;

    const extent = 3;
    const minX = -extent;
    const maxX = extent;
    const minZ = -extent;
    const maxZ = extent;

    let ground = new Ground(minX, maxX, minZ, maxZ);
    vertices = vertices.concat(ground.points);
    colors = colors.concat(ground.color_scheme);
    normals = normals.concat(ground.normals);

    const pillarRows = 5;
    const pillarColumns = 6;
    const pillarRadius = .05;
    const pillarHeight = .5;
    const pillarSchemeColors = [X11.LightSkyBlue1, X11.LightSkyBlue2];


    const pMaxX = maxX - pillarRadius;
    const pMinX = minX + pillarRadius;
    const pMaxZ = maxZ - pillarRadius;
    const pMinZ = minZ + pillarRadius;

    const xDelta = (pMaxX - pMinX) / (pillarColumns - 1);
    const zDelta = (pMaxZ - pMinZ) / (pillarRows - 1);

    for(let r = 0; r < pillarRows; r++ ) {
    for(let c = 0; c < pillarColumns; c++) {

    const baseX = pMinX + c * xDelta;
    const baseY = 0;
    const baseZ = pMinZ + r * zDelta;

    let box = new cs4722_objects.Block();
    box.width = Math.sqrt(2) * pillarRadius;
    box.depth = box.width;
    box.center = [baseX, baseY + pillarHeight/2, baseZ];
    box.height = pillarHeight;

    vertices = vertices.concat(box.points);
    normals = normals.concat(box.normals);

    //creates the box normals and their parameters
    let sph = new cs4722_objects.Sphere();
    sph.radius = .1;
    sph.center = [baseX, (baseY + pillarHeight) + .1, baseZ];
    vertices = vertices.concat(sph.points);
    normals = normals.concat(sph.normals);

    //light effects
    let objAmbient = X11.Yellow;
    let objDiffuse = vec4(1.0, 0.8, 0.0, 1.0);
    let objSpecular = X11.DarkMagenta;
    let objShininess = 120;

    //position of light
    let lightPosition = [1,1,3,1];
    let lightAmbient = [1,1,1,1];
    let lightDiffuse = [1,1,1,1];
    let lightSpecular = [1,1,1,1];

    //combines the objects effects with the lights position
    let ambientProduct = mult(objAmbient, lightAmbient);
    let diffuseProduct = mult(objDiffuse, lightDiffuse);
    let specularProduct = mult(objSpecular, lightSpecular);
    let shininess = objShininess
    }

    document.getElementById("Y-axis").value = 50;

    listenerSetup();









    share|improve this question
























      up vote
      0
      down vote

      favorite









      up vote
      0
      down vote

      favorite











      I'm trying to make a canvas displaying a 3-dimensional space with normals and a light source. A slider will also be implemented to be able to change the x and the y of the light source. When I run the HTML file in Chrome, all i get is a blank canvas. What i should be getting is a canvas showing rows of block normals with spheres on top. The error I'm guessing is most likely in this implementation of the normals. The code I included consists of the code involving the normals in my .js file.



          get normals(){
      return[[0,1,0,0],[0,1,0,0],[0,1,0,0],[0,1,0,0],[0,1,0,0],[0,1,0,0], ];
      }

      window.addEventListener("load", function init()
      {
      let canvas = document.getElementById( "gl-canvas" );

      let gl = WebGLUtils.setupWebGL(canvas);
      if ( !gl ) { alert( "WebGL isn't available" ); }
      gl.enable(gl.DEPTH_TEST);
      gl.viewport( 0, 0, canvas.width, canvas.height );
      gl.clearColor(...X11.AliceBlue);


      let program = initShaders( gl, vertex_shader, fragment_shader);
      gl.useProgram( program );


      let vertices = ;
      let normals = ;

      const extent = 3;
      const minX = -extent;
      const maxX = extent;
      const minZ = -extent;
      const maxZ = extent;

      let ground = new Ground(minX, maxX, minZ, maxZ);
      vertices = vertices.concat(ground.points);
      colors = colors.concat(ground.color_scheme);
      normals = normals.concat(ground.normals);

      const pillarRows = 5;
      const pillarColumns = 6;
      const pillarRadius = .05;
      const pillarHeight = .5;
      const pillarSchemeColors = [X11.LightSkyBlue1, X11.LightSkyBlue2];


      const pMaxX = maxX - pillarRadius;
      const pMinX = minX + pillarRadius;
      const pMaxZ = maxZ - pillarRadius;
      const pMinZ = minZ + pillarRadius;

      const xDelta = (pMaxX - pMinX) / (pillarColumns - 1);
      const zDelta = (pMaxZ - pMinZ) / (pillarRows - 1);

      for(let r = 0; r < pillarRows; r++ ) {
      for(let c = 0; c < pillarColumns; c++) {

      const baseX = pMinX + c * xDelta;
      const baseY = 0;
      const baseZ = pMinZ + r * zDelta;

      let box = new cs4722_objects.Block();
      box.width = Math.sqrt(2) * pillarRadius;
      box.depth = box.width;
      box.center = [baseX, baseY + pillarHeight/2, baseZ];
      box.height = pillarHeight;

      vertices = vertices.concat(box.points);
      normals = normals.concat(box.normals);

      //creates the box normals and their parameters
      let sph = new cs4722_objects.Sphere();
      sph.radius = .1;
      sph.center = [baseX, (baseY + pillarHeight) + .1, baseZ];
      vertices = vertices.concat(sph.points);
      normals = normals.concat(sph.normals);

      //light effects
      let objAmbient = X11.Yellow;
      let objDiffuse = vec4(1.0, 0.8, 0.0, 1.0);
      let objSpecular = X11.DarkMagenta;
      let objShininess = 120;

      //position of light
      let lightPosition = [1,1,3,1];
      let lightAmbient = [1,1,1,1];
      let lightDiffuse = [1,1,1,1];
      let lightSpecular = [1,1,1,1];

      //combines the objects effects with the lights position
      let ambientProduct = mult(objAmbient, lightAmbient);
      let diffuseProduct = mult(objDiffuse, lightDiffuse);
      let specularProduct = mult(objSpecular, lightSpecular);
      let shininess = objShininess
      }

      document.getElementById("Y-axis").value = 50;

      listenerSetup();









      share|improve this question













      I'm trying to make a canvas displaying a 3-dimensional space with normals and a light source. A slider will also be implemented to be able to change the x and the y of the light source. When I run the HTML file in Chrome, all i get is a blank canvas. What i should be getting is a canvas showing rows of block normals with spheres on top. The error I'm guessing is most likely in this implementation of the normals. The code I included consists of the code involving the normals in my .js file.



          get normals(){
      return[[0,1,0,0],[0,1,0,0],[0,1,0,0],[0,1,0,0],[0,1,0,0],[0,1,0,0], ];
      }

      window.addEventListener("load", function init()
      {
      let canvas = document.getElementById( "gl-canvas" );

      let gl = WebGLUtils.setupWebGL(canvas);
      if ( !gl ) { alert( "WebGL isn't available" ); }
      gl.enable(gl.DEPTH_TEST);
      gl.viewport( 0, 0, canvas.width, canvas.height );
      gl.clearColor(...X11.AliceBlue);


      let program = initShaders( gl, vertex_shader, fragment_shader);
      gl.useProgram( program );


      let vertices = ;
      let normals = ;

      const extent = 3;
      const minX = -extent;
      const maxX = extent;
      const minZ = -extent;
      const maxZ = extent;

      let ground = new Ground(minX, maxX, minZ, maxZ);
      vertices = vertices.concat(ground.points);
      colors = colors.concat(ground.color_scheme);
      normals = normals.concat(ground.normals);

      const pillarRows = 5;
      const pillarColumns = 6;
      const pillarRadius = .05;
      const pillarHeight = .5;
      const pillarSchemeColors = [X11.LightSkyBlue1, X11.LightSkyBlue2];


      const pMaxX = maxX - pillarRadius;
      const pMinX = minX + pillarRadius;
      const pMaxZ = maxZ - pillarRadius;
      const pMinZ = minZ + pillarRadius;

      const xDelta = (pMaxX - pMinX) / (pillarColumns - 1);
      const zDelta = (pMaxZ - pMinZ) / (pillarRows - 1);

      for(let r = 0; r < pillarRows; r++ ) {
      for(let c = 0; c < pillarColumns; c++) {

      const baseX = pMinX + c * xDelta;
      const baseY = 0;
      const baseZ = pMinZ + r * zDelta;

      let box = new cs4722_objects.Block();
      box.width = Math.sqrt(2) * pillarRadius;
      box.depth = box.width;
      box.center = [baseX, baseY + pillarHeight/2, baseZ];
      box.height = pillarHeight;

      vertices = vertices.concat(box.points);
      normals = normals.concat(box.normals);

      //creates the box normals and their parameters
      let sph = new cs4722_objects.Sphere();
      sph.radius = .1;
      sph.center = [baseX, (baseY + pillarHeight) + .1, baseZ];
      vertices = vertices.concat(sph.points);
      normals = normals.concat(sph.normals);

      //light effects
      let objAmbient = X11.Yellow;
      let objDiffuse = vec4(1.0, 0.8, 0.0, 1.0);
      let objSpecular = X11.DarkMagenta;
      let objShininess = 120;

      //position of light
      let lightPosition = [1,1,3,1];
      let lightAmbient = [1,1,1,1];
      let lightDiffuse = [1,1,1,1];
      let lightSpecular = [1,1,1,1];

      //combines the objects effects with the lights position
      let ambientProduct = mult(objAmbient, lightAmbient);
      let diffuseProduct = mult(objDiffuse, lightDiffuse);
      let specularProduct = mult(objSpecular, lightSpecular);
      let shininess = objShininess
      }

      document.getElementById("Y-axis").value = 50;

      listenerSetup();






      javascript webgl normals






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      asked Nov 8 at 19:37









      Matthew Keller

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