On Sunday, March 3, 2013 10:52:29 PM UTC+1, Harold wrote:
> Hi all,
>
> I am using super dev mode and i have an issue, i think,, with same origin
> policy.
>
> I have a ClientBundle containing many ImageResource which will be used as
> WebGL textures.
>
> To load those images i do :
>
> Image image = new Image(myImageResource.getSafeUri().asString();
>
Don't do that. Use new Image(myImageResource), or use a DataResource.
> RootLayoutPanel.get().add(image);
> image.setVisible(false);
> this.img.addLoadHandler(this);
> this.img.addErrorHandler(this);
>
> where this is a class implenting LoadHandler and ErrorHandler.
>
> Then in the onLoad method :
>
> this.InitializeTexture(this.img.getElement());
> RootLayoutPanel.get().remove(this.img);
>
> And finally the InitializeTexture :
>
> /**
> * \brief Initializes the gl texture with the loaded image.
> */
> public void InitializeTexture(Element inElement)
> {
> // Set current texture object as active
> this.Bind(WebGLRenderingContext.TEXTURE_2D);
> // If generating mipmap is requested, parameter the texture filtering
> to using them and generate mipmaps ...
> if(this.generateMipmap)
> {
> this.gl.texParameteri(WebGLRenderingContext.TEXTURE_2D,
> WebGLRenderingContext.TEXTURE_MAG_FILTER, WebGLRenderingContext.LINEAR);
> this.gl.texParameteri(WebGLRenderingContext.TEXTURE_2D,
> WebGLRenderingContext.TEXTURE_MIN_FILTER,
> WebGLRenderingContext.LINEAR_MIPMAP_NEAREST);
> this.gl.generateMipmap(WebGLRenderingContext.TEXTURE_2D);
> }
> else // else do not use mipmap
> {
> this.gl.texParameteri(WebGLRenderingContext.TEXTURE_2D,
> WebGLRenderingContext.TEXTURE_MAG_FILTER, WebGLRenderingContext.LINEAR);
> this.gl.texParameteri(WebGLRenderingContext.TEXTURE_2D,
> WebGLRenderingContext.TEXTURE_MIN_FILTER, WebGLRenderingContext.LINEAR);
> }
> this.gl.texParameteri(WebGLRenderingContext.TEXTURE_2D,
> WebGLRenderingContext.TEXTURE_WRAP_S, WebGLRenderingContext.CLAMP_TO_EDGE);
> this.gl.texParameteri(WebGLRenderingContext.TEXTURE_2D,
> WebGLRenderingContext.TEXTURE_WRAP_T, WebGLRenderingContext.CLAMP_TO_EDGE);
> // And finaly, set the image pixels data in the texture object.
> this.gl.texImage2D(WebGLRenderingContext.TEXTURE_2D, 0,
> WebGLRenderingContext.RGBA, WebGLRenderingContext.RGBA,
> WebGLRenderingContext.UNSIGNED_BYTE, inElement);
> // Finaly unbind the texture object
> this.Unbind(WebGLRenderingContext.TEXTURE_2D);
> }
>
> All is ok in production mode but when i use superdevmode i get under
> chrome and firefox a security error while calling texImage2D method.
>
> Do you think that is a SOP issue ?
>
See
http://www.w3.org/html/wg/drafts/html/master/embedded-content-0.html#security-with-canvas-elements
Though SuperDevMode sends "Access-Control-Allow-Origin: *" so it should
work…
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