From fb0a659c9ca3479fd6799325498b11f074689936 Mon Sep 17 00:00:00 2001
From: John Mayhew
Date: Mon, 2 Apr 2012 14:57:31 -0700
Subject: -Namespaced all RDGE javascript.

-Removed the following unused files from the build script
	/core/script/fx/blur.js
	/core/script/fx/ssao.js
	/core/script/animation.js
- Fully removed the following from the build and from source control as they are unused or no longer needed
	/core/script/util/dbgpanel.js
	/core/script/util/fpsTracker.js
	/core/script/util/statTracker.js
	/core/script/input.js
	/core/script/TextureManager.js
	/core/script/ubershader.js
---
 js/lib/rdge/materials/bump-metal-material.js      |  6 +++---
 js/lib/rdge/materials/deform-material.js          |  4 ++--
 js/lib/rdge/materials/flat-material.js            |  4 ++--
 js/lib/rdge/materials/fly-material.js             |  4 ++--
 js/lib/rdge/materials/julia-material.js           |  6 +++---
 js/lib/rdge/materials/keleidoscope-material.js    |  6 +++---
 js/lib/rdge/materials/linear-gradient-material.js |  4 ++--
 js/lib/rdge/materials/mandel-material.js          |  6 +++---
 js/lib/rdge/materials/plasma-material.js          |  4 ++--
 js/lib/rdge/materials/pulse-material.js           | 10 +++++-----
 js/lib/rdge/materials/radial-blur-material.js     | 10 +++++-----
 js/lib/rdge/materials/radial-gradient-material.js |  4 ++--
 js/lib/rdge/materials/relief-tunnel-material.js   |  4 ++--
 js/lib/rdge/materials/square-tunnel-material.js   |  4 ++--
 js/lib/rdge/materials/star-material.js            |  4 ++--
 js/lib/rdge/materials/taper-material.js           |  4 ++--
 js/lib/rdge/materials/tunnel-material.js          |  4 ++--
 js/lib/rdge/materials/twist-material.js           |  6 +++---
 js/lib/rdge/materials/twist-vert-material.js      |  6 +++---
 js/lib/rdge/materials/uber-material.js            | 16 ++++++++--------
 js/lib/rdge/materials/water-material.js           |  4 ++--
 js/lib/rdge/materials/z-invert-material.js        |  6 +++---
 22 files changed, 63 insertions(+), 63 deletions(-)

(limited to 'js/lib/rdge')

diff --git a/js/lib/rdge/materials/bump-metal-material.js b/js/lib/rdge/materials/bump-metal-material.js
index 61126952..e0ca8d4a 100755
--- a/js/lib/rdge/materials/bump-metal-material.js
+++ b/js/lib/rdge/materials/bump-metal-material.js
@@ -110,13 +110,13 @@ var BumpMetalMaterial = function BumpMetalMaterial() {
 		if (world)  this.setWorld( world );
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = bumpMetalMaterialDef;
 		this._shader.init();
 		this._shader['default'].u_light0Diff.set( this.getLightDiff() );
 
 		// set up the material node
-		this._materialNode = createMaterialNode( this.getShaderName() );
+		this._materialNode = RDGE.createMaterialNode(this.getShaderName());
 		this._materialNode.setShader(this._shader);
 
 		// set some image maps
@@ -131,7 +131,7 @@ var BumpMetalMaterial = function BumpMetalMaterial() {
 		if (material)
 		{
 			var technique = material.shaderProgram['default'];
-			var renderer = g_Engine.getContext().renderer;
+			var renderer = RDGE.globals.engine.getContext().renderer;
 			if (renderer && technique)
 			{
 				var texMapName = this._propValues[this._propNames[index]];
diff --git a/js/lib/rdge/materials/deform-material.js b/js/lib/rdge/materials/deform-material.js
index 1e6af6ac..4c6e06b1 100644
--- a/js/lib/rdge/materials/deform-material.js
+++ b/js/lib/rdge/materials/deform-material.js
@@ -55,12 +55,12 @@ var DeformMaterial = function DeformMaterial() {
 		if (world)  this.setWorld( world );
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = deformMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode("deformMaterial");
+		this._materialNode = RDGE.createMaterialNode("deformMaterial");
 		this._materialNode.setShader(this._shader);
 
 		this._time = 0;
diff --git a/js/lib/rdge/materials/flat-material.js b/js/lib/rdge/materials/flat-material.js
index be8bf2b8..bc612476 100755
--- a/js/lib/rdge/materials/flat-material.js
+++ b/js/lib/rdge/materials/flat-material.js
@@ -39,7 +39,7 @@ var FlatMaterial = function FlatMaterial() {
 	this.init = function()
 	{
 		// set up the shader
-		this._shader = new jshader();
+	    this._shader = new RDGE.jshader();
 		this._shader.def = flatShaderDef;
 		this._shader.init();
 
@@ -47,7 +47,7 @@ var FlatMaterial = function FlatMaterial() {
 		this._shader.colorMe.color.set( this.getColor() );
 
 		// set up the material node
-		this._materialNode = createMaterialNode("flatMaterial");
+		this._materialNode = RDGE.createMaterialNode("flatMaterial");
 		this._materialNode.setShader(this._shader);
 	};
 
diff --git a/js/lib/rdge/materials/fly-material.js b/js/lib/rdge/materials/fly-material.js
index 8eadb3ab..09dae536 100644
--- a/js/lib/rdge/materials/fly-material.js
+++ b/js/lib/rdge/materials/fly-material.js
@@ -48,12 +48,12 @@ var FlyMaterial = function FlyMaterial() {
 		if (world)  this.setWorld( world );
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = flyMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode("flyMaterial");
+		this._materialNode = RDGE.createMaterialNode("flyMaterial");
 		this._materialNode.setShader(this._shader);
 
 		this._time = 0;
diff --git a/js/lib/rdge/materials/julia-material.js b/js/lib/rdge/materials/julia-material.js
index 07536f33..77d9bb3a 100644
--- a/js/lib/rdge/materials/julia-material.js
+++ b/js/lib/rdge/materials/julia-material.js
@@ -50,12 +50,12 @@ var JuliaMaterial = function JuliaMaterial() {
 		if (world)  this.setWorld( world );
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = JuliaMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode("juliaMaterial");
+		this._materialNode = RDGE.createMaterialNode("juliaMaterial");
 		this._materialNode.setShader(this._shader);
 
 		this._time = 0;
@@ -72,7 +72,7 @@ var JuliaMaterial = function JuliaMaterial() {
 		var material = this._materialNode;
 		if (material) {
 			var technique = material.shaderProgram['default'];
-			var renderer = g_Engine.getContext().renderer;
+			var renderer = RDGE.globals.engine.getContext().renderer;
 			if (renderer && technique) {
 				if (this._shader && this._shader['default']) {
 					this._shader['default'].u_time.set( [this._time] );
diff --git a/js/lib/rdge/materials/keleidoscope-material.js b/js/lib/rdge/materials/keleidoscope-material.js
index 3ef5d613..e1f4841f 100644
--- a/js/lib/rdge/materials/keleidoscope-material.js
+++ b/js/lib/rdge/materials/keleidoscope-material.js
@@ -55,12 +55,12 @@ var KeleidoscopeMaterial = function KeleidoscopeMaterial() {
 		if (world)  this.setWorld( world );
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = keleidoscopeMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode("keleidoscopeMaterial");
+		this._materialNode = RDGE.createMaterialNode("keleidoscopeMaterial");
 		this._materialNode.setShader(this._shader);
 
 		this._time = 0;
@@ -80,7 +80,7 @@ var KeleidoscopeMaterial = function KeleidoscopeMaterial() {
 		if (material)
 		{
 			var technique = material.shaderProgram['default'];
-			var renderer = g_Engine.getContext().renderer;
+			var renderer = RDGE.globals.engine.getContext().renderer;
 			if (renderer && technique)
 			{
 				if (this._shader && this._shader['default']) {
diff --git a/js/lib/rdge/materials/linear-gradient-material.js b/js/lib/rdge/materials/linear-gradient-material.js
index 2c52c67d..d9307274 100755
--- a/js/lib/rdge/materials/linear-gradient-material.js
+++ b/js/lib/rdge/materials/linear-gradient-material.js
@@ -207,12 +207,12 @@ var LinearGradientMaterial = function LinearGradientMaterial() {
 		this.setWorld( world );
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = linearGradientMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode( this.getShaderName() );
+		this._materialNode = RDGE.createMaterialNode(this.getShaderName());
 		this._materialNode.setShader(this._shader);
 
 		// send the current values to the shader
diff --git a/js/lib/rdge/materials/mandel-material.js b/js/lib/rdge/materials/mandel-material.js
index 07e009a2..c4d5bf6f 100644
--- a/js/lib/rdge/materials/mandel-material.js
+++ b/js/lib/rdge/materials/mandel-material.js
@@ -61,12 +61,12 @@ var MandelMaterial = function MandelMaterial() {
 		if (world)  this.setWorld( world );
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = MandelMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode("mandelMaterial");
+		this._materialNode = RDGE.createMaterialNode("mandelMaterial");
 		this._materialNode.setShader(this._shader);
 
 		this._time = 0;
@@ -83,7 +83,7 @@ var MandelMaterial = function MandelMaterial() {
 		var material = this._materialNode;
 		if (material) {
 			var technique = material.shaderProgram['default'];
-			var renderer = g_Engine.getContext().renderer;
+			var renderer = RDGE.globals.engine.getContext().renderer;
 			if (renderer && technique) {
 				if (this._shader && this._shader['default'])
 					this._shader['default'].u_time.set( [this._time] );
diff --git a/js/lib/rdge/materials/plasma-material.js b/js/lib/rdge/materials/plasma-material.js
index 9ecc2b48..d52f4b88 100644
--- a/js/lib/rdge/materials/plasma-material.js
+++ b/js/lib/rdge/materials/plasma-material.js
@@ -56,7 +56,7 @@ var PlasmaMaterial = function PlasmaMaterial() {
 
 	this.init = function() {
 		// set up the shader
-		this._shader = new jshader();
+	    this._shader = new RDGE.jshader();
 		this._shader.def = plasmaShaderDef;
 		this._shader.init();
 
@@ -66,7 +66,7 @@ var PlasmaMaterial = function PlasmaMaterial() {
 		this.setProperty( "color", [this._time, 0, 0,  1] );
 
 		// set up the material node
-		this._materialNode = createMaterialNode("plasmaMaterial");
+		this._materialNode = RDGE.createMaterialNode("plasmaMaterial");
 		this._materialNode.setShader(this._shader);
 	};
 
diff --git a/js/lib/rdge/materials/pulse-material.js b/js/lib/rdge/materials/pulse-material.js
index 63cab2f4..89cbaea4 100644
--- a/js/lib/rdge/materials/pulse-material.js
+++ b/js/lib/rdge/materials/pulse-material.js
@@ -96,12 +96,12 @@ var PulseMaterial = function PulseMaterial() {
 		this._dTime = 0.01;
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = pulseMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode("pulseMaterial");
+		this._materialNode = RDGE.createMaterialNode("pulseMaterial");
 		this._materialNode.setShader(this._shader);
 
 		this._time = 0;
@@ -120,7 +120,7 @@ var PulseMaterial = function PulseMaterial() {
 		var material = this._materialNode;
 		if (material) {
 			var technique = material.shaderProgram['default'];
-			var renderer = g_Engine.getContext().renderer;
+			var renderer = RDGE.globals.engine.getContext().renderer;
 			if (renderer && technique) {
 				var texMapName = this._propValues[this._propNames[0]];
 				var wrap = 'REPEAT',  mips = true;
@@ -151,7 +151,7 @@ var PulseMaterial = function PulseMaterial() {
 		if (material)
 		{
 			var technique = material.shaderProgram['default'];
-			var renderer = g_Engine.getContext().renderer;
+			var renderer = RDGE.globals.engine.getContext().renderer;
 			if (renderer && technique) {
 				if (this._shader && this._shader['default']) {
 					this._shader['default'].u_time.set( [this._time] );
@@ -167,7 +167,7 @@ var PulseMaterial = function PulseMaterial() {
 		var material = this._materialNode;
 		if (material) {
 			var technique = material.shaderProgram['default'];
-			var renderer = g_Engine.getContext().renderer;
+			var renderer = RDGE.globals.engine.getContext().renderer;
 			if (renderer && technique) {
 				technique.u_resolution.set( res );
 			}
diff --git a/js/lib/rdge/materials/radial-blur-material.js b/js/lib/rdge/materials/radial-blur-material.js
index 41e68182..3adb6bb5 100644
--- a/js/lib/rdge/materials/radial-blur-material.js
+++ b/js/lib/rdge/materials/radial-blur-material.js
@@ -89,12 +89,12 @@ var RadialBlurMaterial = function RadialBlurMaterial() {
 		if (world)  this.setWorld( world );
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = radialBlurMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode("radialBlurMaterial");
+		this._materialNode = RDGE.createMaterialNode("radialBlurMaterial");
 		this._materialNode.setShader(this._shader);
 
 		this._time = 0;
@@ -112,7 +112,7 @@ var RadialBlurMaterial = function RadialBlurMaterial() {
 		var material = this._materialNode;
 		if (material) {
 			var technique = material.shaderProgram['default'];
-			var renderer = g_Engine.getContext().renderer;
+			var renderer = RDGE.globals.engine.getContext().renderer;
 			if (renderer && technique) {
 				var texMapName = this._propValues[this._propNames[0]];
 				var tex = renderer.getTextureByName(texMapName, 'REPEAT');
@@ -130,7 +130,7 @@ var RadialBlurMaterial = function RadialBlurMaterial() {
 		var material = this._materialNode;
 		if (material) {
 			var technique = material.shaderProgram['default'];
-			var renderer = g_Engine.getContext().renderer;
+			var renderer = RDGE.globals.engine.getContext().renderer;
 			if (renderer && technique) {
 				if (this._shader && this._shader['default']) {
 					this._shader['default'].u_time.set( [this._time] );
@@ -150,7 +150,7 @@ var RadialBlurMaterial = function RadialBlurMaterial() {
 		if (material)
 		{
 			var technique = material.shaderProgram['default'];
-			var renderer = g_Engine.getContext().renderer;
+			var renderer = RDGE.globals.engine.getContext().renderer;
 			if (renderer && technique) {
 				technique.u_resolution.set( res );
 			}
diff --git a/js/lib/rdge/materials/radial-gradient-material.js b/js/lib/rdge/materials/radial-gradient-material.js
index 13be50f5..faac7f1b 100755
--- a/js/lib/rdge/materials/radial-gradient-material.js
+++ b/js/lib/rdge/materials/radial-gradient-material.js
@@ -195,12 +195,12 @@ var RadialGradientMaterial = function RadialGradientMaterial() {
 
 	this.init = function() {
 		// set up the shader
-		this._shader = new jshader();
+	    this._shader = new RDGE.jshader();
 		this._shader.def = radialGradientMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode("radialGradientMaterial");
+		this._materialNode = RDGE.createMaterialNode("radialGradientMaterial");
 		this._materialNode.setShader(this._shader);
 
 		// set the shader values in the shader
diff --git a/js/lib/rdge/materials/relief-tunnel-material.js b/js/lib/rdge/materials/relief-tunnel-material.js
index 20290895..7bf780fe 100644
--- a/js/lib/rdge/materials/relief-tunnel-material.js
+++ b/js/lib/rdge/materials/relief-tunnel-material.js
@@ -49,12 +49,12 @@ var ReliefTunnelMaterial = function ReliefTunnelMaterial() {
 		if (world)  this.setWorld( world );
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = reliefTunnelMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode("reliefTunnelMaterial");
+		this._materialNode = RDGE.createMaterialNode("reliefTunnelMaterial");
 		this._materialNode.setShader(this._shader);
 
 		this._time = 0;
diff --git a/js/lib/rdge/materials/square-tunnel-material.js b/js/lib/rdge/materials/square-tunnel-material.js
index b5cbff30..23b0db03 100644
--- a/js/lib/rdge/materials/square-tunnel-material.js
+++ b/js/lib/rdge/materials/square-tunnel-material.js
@@ -50,12 +50,12 @@ var SquareTunnelMaterial = function SquareTunnelMaterial() {
 		if (world)  this.setWorld( world );
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = squareTunnelMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode("squareTunnelMaterial");
+		this._materialNode = RDGE.createMaterialNode("squareTunnelMaterial");
 		this._materialNode.setShader(this._shader);
 
 		this._time = 0;
diff --git a/js/lib/rdge/materials/star-material.js b/js/lib/rdge/materials/star-material.js
index 9c0f3172..cec93301 100644
--- a/js/lib/rdge/materials/star-material.js
+++ b/js/lib/rdge/materials/star-material.js
@@ -50,12 +50,12 @@ var StarMaterial = function StarMaterial() {
 		if (world)  this.setWorld( world );
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = starMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode("starMaterial");
+		this._materialNode = RDGE.createMaterialNode("starMaterial");
 		this._materialNode.setShader(this._shader);
 
 		this._time = 0;
diff --git a/js/lib/rdge/materials/taper-material.js b/js/lib/rdge/materials/taper-material.js
index eeb08aec..7feea79a 100644
--- a/js/lib/rdge/materials/taper-material.js
+++ b/js/lib/rdge/materials/taper-material.js
@@ -45,7 +45,7 @@ function TaperMaterial()
 	this.init = function()
 	{
 		// set up the shader
-		this._shader = new jshader();
+	    this._shader = new RDGE.jshader();
 		this._shader.def = taperShaderDef;
 		this._shader.init();
 
@@ -53,7 +53,7 @@ function TaperMaterial()
 		this._shader.colorMe.color.set( this.getColor() );
 
 		// set up the material node
-		this._materialNode = createMaterialNode("taperMaterial");
+		this._materialNode = RDGE.createMaterialNode("taperMaterial");
 		this._materialNode.setShader(this._shader);
 
 		// initialize the taper properties
diff --git a/js/lib/rdge/materials/tunnel-material.js b/js/lib/rdge/materials/tunnel-material.js
index fe787d16..53a2d4f2 100644
--- a/js/lib/rdge/materials/tunnel-material.js
+++ b/js/lib/rdge/materials/tunnel-material.js
@@ -51,12 +51,12 @@ var TunnelMaterial = function TunnelMaterial() {
 		if (world)  this.setWorld( world );
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = tunnelMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode("tunnelMaterial");
+		this._materialNode = RDGE.createMaterialNode("tunnelMaterial");
 		this._materialNode.setShader(this._shader);
 
 		this._time = 0;
diff --git a/js/lib/rdge/materials/twist-material.js b/js/lib/rdge/materials/twist-material.js
index eb562e99..8648d60b 100644
--- a/js/lib/rdge/materials/twist-material.js
+++ b/js/lib/rdge/materials/twist-material.js
@@ -51,12 +51,12 @@ var TwistMaterial = function TwistMaterial() {
 		if (world)  this.setWorld( world );
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = twistMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode("twistMaterial");
+		this._materialNode = RDGE.createMaterialNode("twistMaterial");
 		this._materialNode.setShader(this._shader);
 
 		this._time = 0;
@@ -75,7 +75,7 @@ var TwistMaterial = function TwistMaterial() {
 		if (material)
 		{
 			var technique = material.shaderProgram['default'];
-			var renderer = g_Engine.getContext().renderer;
+			var renderer = RDGE.globals.engine.getContext().renderer;
 			if (renderer && technique) {
 				if (this._shader && this._shader['default'])
 					this._shader['default'].u_time.set( [this._time] );
diff --git a/js/lib/rdge/materials/twist-vert-material.js b/js/lib/rdge/materials/twist-vert-material.js
index c2573071..1f7b06b1 100644
--- a/js/lib/rdge/materials/twist-vert-material.js
+++ b/js/lib/rdge/materials/twist-vert-material.js
@@ -49,7 +49,7 @@ function TwistVertMaterial()
 	this.init = function()
 	{
 		// set up the shader
-		this._shader = new jshader();
+	    this._shader = new RDGE.jshader();
 		this._shader.def = twistVertShaderDef;
 		this._shader.init();
 
@@ -57,7 +57,7 @@ function TwistVertMaterial()
 		this._shader.twistMe.color.set( this.getColor() );
 
 		// set up the material node
-		this._materialNode = createMaterialNode("twistVertMaterial");
+		this._materialNode = RDGE.createMaterialNode("twistVertMaterial");
 		this._materialNode.setShader(this._shader);
 
 		// initialize the twist vert properties
@@ -189,7 +189,7 @@ function TwistVertMaterial()
 		if (material)
 		{
 			var technique = material.shaderProgram['default'];
-			var renderer = g_Engine.getContext().renderer;
+			var renderer = RDGE.globals.engine.getContext().renderer;
 			if (renderer && technique)
 			{
 				var texMapName = this._propValues[this._propNames[5]];
diff --git a/js/lib/rdge/materials/uber-material.js b/js/lib/rdge/materials/uber-material.js
index 6bc35d51..e2f86511 100755
--- a/js/lib/rdge/materials/uber-material.js
+++ b/js/lib/rdge/materials/uber-material.js
@@ -237,7 +237,7 @@ var UberMaterial = function UberMaterial() {
 				var material = this._materialNode;
 				if (material) {
 					var technique = material.shaderProgram.defaultTechnique;
-					var renderer = g_Engine.getContext().renderer;
+					var renderer = RDGE.globals.engine.getContext().renderer;
 					if (renderer && technique) {
 						var tex = renderer.getTextureByName(value, caps.environmentMap.wrap);
 						this.registerTexture( tex );
@@ -265,7 +265,7 @@ var UberMaterial = function UberMaterial() {
 				var material = this._materialNode;
 				if (material) {
 					var technique = material.shaderProgram.defaultTechnique;
-					var renderer = g_Engine.getContext().renderer;
+					var renderer = RDGE.globals.engine.getContext().renderer;
 					if (renderer && technique) {
 						var tex = renderer.getTextureByName(value, caps.diffuseMap.wrap);
 						this.registerTexture( tex );
@@ -293,7 +293,7 @@ var UberMaterial = function UberMaterial() {
 				var material = this._materialNode;
 				if (material) {
 					var technique = material.shaderProgram.defaultTechnique;
-					var renderer = g_Engine.getContext().renderer;
+					var renderer = RDGE.globals.engine.getContext().renderer;
 					if (renderer && technique) {
 						var tex = renderer.getTextureByName(value, caps.specularMap.wrap);
 						this.registerTexture( tex );
@@ -321,7 +321,7 @@ var UberMaterial = function UberMaterial() {
 				var material = this._materialNode;
 				if (material) {
 					var technique = material.shaderProgram.defaultTechnique;
-					var renderer = g_Engine.getContext().renderer;
+					var renderer = RDGE.globals.engine.getContext().renderer;
 					if (renderer && technique) {
 						var tex = renderer.getTextureByName(value, caps.normalMap.wrap);
 						this.registerTexture( tex );
@@ -363,7 +363,7 @@ var UberMaterial = function UberMaterial() {
 		this._shader = this.buildUberShader( this._ubershaderCaps );
 
 		// set up the material node
-		this._materialNode = createMaterialNode("uberMaterial");
+		this._materialNode = RDGE.createMaterialNode("uberMaterial");
 		this._materialNode.setShader(this._shader);
 	};
 
@@ -450,7 +450,7 @@ var UberMaterial = function UberMaterial() {
 		var fshader = preproc + uberFShader;
 
 		// build output jshader  
-		var uberJShader = new jshader();
+		var uberJShader = new RDGE.jshader();
 		uberJShader.def = {
 			'shaders': {
 				'defaultVShader': vshader,				
@@ -517,9 +517,9 @@ var UberMaterial = function UberMaterial() {
 				}
 			}
 		}
-		technique.u_uvMatrix.set(caps.uvTransform || mat4.identity());
+		technique.u_uvMatrix.set(caps.uvTransform || RDGE.mat4.identity());
 	
-		var renderer = g_Engine.getContext().renderer;
+		var renderer = RDGE.globals.engine.getContext().renderer;
 		if(this._useDiffuseMap) {
 			var tex = renderer.getTextureByName(caps.diffuseMap.texture, caps.diffuseMap.wrap, caps.diffuseMap.mips);
 			this.registerTexture( tex );
diff --git a/js/lib/rdge/materials/water-material.js b/js/lib/rdge/materials/water-material.js
index 92b96b18..0c7badf5 100644
--- a/js/lib/rdge/materials/water-material.js
+++ b/js/lib/rdge/materials/water-material.js
@@ -52,12 +52,12 @@ var WaterMaterial = function WaterMaterial() {
 		if (world)  this.setWorld( world );
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = waterMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode("waterMaterial");
+		this._materialNode = RDGE.createMaterialNode("waterMaterial");
 		this._materialNode.setShader(this._shader);
 
 		this._time = 0;
diff --git a/js/lib/rdge/materials/z-invert-material.js b/js/lib/rdge/materials/z-invert-material.js
index 051b724f..fff01a15 100644
--- a/js/lib/rdge/materials/z-invert-material.js
+++ b/js/lib/rdge/materials/z-invert-material.js
@@ -29,7 +29,7 @@ var ZInvertMaterial = function ZInvertMaterial() {
     ///////////////////////////////////////////////////////////////////////
     // Methods
     ///////////////////////////////////////////////////////////////////////
-	// duplcate method requirde
+	// duplicate method required
 	this.dup = function( world ) {
 		// allocate a new uber material
 		var newMat = new ZInvertMaterial();
@@ -50,12 +50,12 @@ var ZInvertMaterial = function ZInvertMaterial() {
 		if (world)  this.setWorld( world );
 
 		// set up the shader
-		this._shader = new jshader();
+		this._shader = new RDGE.jshader();
 		this._shader.def = zInvertMaterialDef;
 		this._shader.init();
 
 		// set up the material node
-		this._materialNode = createMaterialNode("zInvertMaterial");
+		this._materialNode = RDGE.createMaterialNode("zInvertMaterial");
 		this._materialNode.setShader(this._shader);
 
 		this._time = 0;
-- 
cgit v1.2.3


From 8d1cc709340da845d76f84220fe92c11e6217ff3 Mon Sep 17 00:00:00 2001
From: John Mayhew
Date: Tue, 3 Apr 2012 09:36:14 -0700
Subject: Made use of semicolons consistent and updated new files to use the
 new RDGE namespace

---
 js/lib/rdge/materials/cloud-material.js           |  390 +++--
 js/lib/rdge/materials/deform-material.js          |   88 +-
 js/lib/rdge/materials/flat-material.js            |  151 +-
 js/lib/rdge/materials/fly-material.js             |    5 +-
 js/lib/rdge/materials/julia-material.js           |    2 +-
 js/lib/rdge/materials/keleidoscope-material.js    |    2 +-
 js/lib/rdge/materials/linear-gradient-material.js |  489 +++---
 js/lib/rdge/materials/mandel-material.js          |    2 +-
 js/lib/rdge/materials/material-parser.js          |   81 +-
 js/lib/rdge/materials/pulse-material.js           |   10 +-
 js/lib/rdge/materials/radial-blur-material.js     |  446 +++---
 js/lib/rdge/materials/radial-gradient-material.js |  495 +++---
 js/lib/rdge/materials/relief-tunnel-material.js   |  132 +-
 js/lib/rdge/materials/square-tunnel-material.js   |  133 +-
 js/lib/rdge/materials/star-material.js            |  133 +-
 js/lib/rdge/materials/taper-material.js           |  439 +++---
 js/lib/rdge/materials/tunnel-material.js          |   79 +-
 js/lib/rdge/materials/twist-material.js           |  161 +-
 js/lib/rdge/materials/twist-vert-material.js      |  486 +++---
 js/lib/rdge/materials/uber-material.js            | 1721 ++++++++++-----------
 js/lib/rdge/materials/water-material.js           |  275 ++--
 js/lib/rdge/materials/z-invert-material.js        |  132 +-
 22 files changed, 2857 insertions(+), 2995 deletions(-)

(limited to 'js/lib/rdge')

diff --git a/js/lib/rdge/materials/cloud-material.js b/js/lib/rdge/materials/cloud-material.js
index 85088f91..092553ce 100644
--- a/js/lib/rdge/materials/cloud-material.js
+++ b/js/lib/rdge/materials/cloud-material.js
@@ -1,8 +1,8 @@
 /* <copyright>
- This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
- No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
- (c) Copyright 2011 Motorola Mobility, Inc.  All Rights Reserved.
- </copyright> */
+This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
+No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
+(c) Copyright 2011 Motorola Mobility, Inc.  All Rights Reserved.
+</copyright> */
 
 var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser;
 var Material = require("js/lib/rdge/materials/material").Material;
@@ -14,275 +14,263 @@ var CloudMaterial = function CloudMaterial() {
     ///////////////////////////////////////////////////////////////////////
     // Instance variables
     ///////////////////////////////////////////////////////////////////////
-	this._name = "CloudMaterial";
-	this._shaderName = "cloud";
+    this._name = "CloudMaterial";
+    this._shaderName = "cloud";
 
-	this._texMap = 'assets/images/cloud2.jpg';
-	this._diffuseColor = [0.5, 0.5, 0.5, 0.5];
+    this._texMap = 'assets/images/cloud2.jpg';
+    this._diffuseColor = [0.5, 0.5, 0.5, 0.5];
 
-	this._time = 0.0;
-	this._dTime = 0.01;
+    this._time = 0.0;
+    this._dTime = 0.01;
 
     ///////////////////////////////////////////////////////////////////////
     // Property Accessors
     ///////////////////////////////////////////////////////////////////////
-	this.getName		= function()	{ return this._name;			};
-	this.getShaderName	= function()	{  return this._shaderName;		};
+    this.getName = function () { return this._name; };
+    this.getShaderName = function () { return this._shaderName; };
 
-	this.getTextureMap			= function()		{  return this._propValues[this._propNames[0]] ? this._propValues[this._propNames[0]].slice() : null	};
-	this.setTextureMap			= function(m)		{  this._propValues[this._propNames[0]] = m ? m.slice(0) : null;  this.updateTexture();  	};
+    this.getTextureMap = function () { return this._propValues[this._propNames[0]] ? this._propValues[this._propNames[0]].slice() : null };
+    this.setTextureMap = function (m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); };
 
-	this.setDiffuseColor		= function(c)		{  this._propValues[this._propNames[1]] = c.slice(0);  this.updateColor();  	};
-	this.getDiffuseColor		= function()		{  return this._propValues[this._propNames[1]] ? this._propValues[this._propNames[1]].slice() : null; 	};
+    this.setDiffuseColor = function (c) { this._propValues[this._propNames[1]] = c.slice(0); this.updateColor(); };
+    this.getDiffuseColor = function () { return this._propValues[this._propNames[1]] ? this._propValues[this._propNames[1]].slice() : null; };
 
-	this.isAnimated			= function()			{  return true;					};
+    this.isAnimated = function () { return true; };
 
     ///////////////////////////////////////////////////////////////////////
     // Material Property Accessors
     ///////////////////////////////////////////////////////////////////////
-	this._propNames			= ["texmap",		"diffusecolor"];
-	this._propLabels		= ["Texture map",	"Diffuse Color"];
-	this._propTypes			= ["file",			"color"];
-	this._propValues		= [];
+    this._propNames = ["texmap", "diffusecolor"];
+    this._propLabels = ["Texture map", "Diffuse Color"];
+    this._propTypes = ["file", "color"];
+    this._propValues = [];
 
-	this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
-	this._propValues[ this._propNames[1] ] = this._diffuseColor.slice();
+    this._propValues[this._propNames[0]] = this._texMap.slice(0);
+    this._propValues[this._propNames[1]] = this._diffuseColor.slice();
 
-    this.setProperty = function( prop, value )
-	{
-		if (prop === 'color')  prop = 'diffusecolor';
+    this.setProperty = function (prop, value) {
+        if (prop === 'color') prop = 'diffusecolor';
 
-		// make sure we have legitimate imput
-		var ok = this.validateProperty( prop, value );
-		if (!ok) {
-			console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value );
+        // make sure we have legitimate imput
+        var ok = this.validateProperty(prop, value);
+        if (!ok) {
+            console.log("invalid property in Radial Gradient Material:" + prop + " : " + value);
         }
 
-		switch (prop)
-		{
-			case "texmap":
-				this.setTextureMap(value);
-				break;
-
-			case "diffusecolor":
-				this.setDiffuseColor( value );
-				break;
-
-			case "color":
-				break;
-		}
-	};
+        switch (prop) {
+            case "texmap":
+                this.setTextureMap(value);
+                break;
+
+            case "diffusecolor":
+                this.setDiffuseColor(value);
+                break;
+
+            case "color":
+                break;
+        }
+    };
     ///////////////////////////////////////////////////////////////////////
 
 
     ///////////////////////////////////////////////////////////////////////
     // Methods
     ///////////////////////////////////////////////////////////////////////
-	// duplcate method requirde
-	this.dup = function( world )
-	{
-		// save the world
-		if (world)  this.setWorld( world );
-
-		// allocate a new uber material
-		var newMat = new CloudMaterial();
-
-		// copy over the current values;
-		var propNames = [],  propValues = [],  propTypes = [],  propLabels = [];
-		this.getAllProperties( propNames,  propValues,  propTypes,  propLabels);
-		var n = propNames.length;
-		for (var i=0;  i<n;  i++) {
-			newMat.setProperty( propNames[i], propValues[i] );
+    // duplicate method required
+    this.dup = function (world) {
+        // save the world
+        if (world) this.setWorld(world);
+
+        // allocate a new uber material
+        var newMat = new CloudMaterial();
+
+        // copy over the current values;
+        var propNames = [], propValues = [], propTypes = [], propLabels = [];
+        this.getAllProperties(propNames, propValues, propTypes, propLabels);
+        var n = propNames.length;
+        for (var i = 0; i < n; i++) {
+            newMat.setProperty(propNames[i], propValues[i]);
         }
 
-		return newMat;
-	};
+        return newMat;
+    };
 
-	this.init = function( world )
-	{
-		// save the world
-		if (world)  this.setWorld( world );
-
-		// this variable declared above is inherited set to a smaller delta.
-		// the cloud material runs a little faster
-		this._dTime = 0.01;
-
-		// set up the shader
-		this._shader = new jshader();
-		this._shader.def = cloudMaterialDef;
-		this._shader.init();
-
-		// set up the material node
-		this._materialNode = createMaterialNode("cloudMaterial" + "_" + world.generateUniqueNodeID());
-		this._materialNode.setShader(this._shader);
-
-		this._time = 0;
-		if (this._shader && this._shader['default']) {
-			this._shader['default'].u_time.set( [this._time] );
-			this._shader['default'].u_DiffuseColor.set( this._diffuseColor );
-        }
+    this.init = function (world) {
+        // save the world
+        if (world) this.setWorld(world);
 
-		// set the shader values in the shader
-		this.updateTexture();
-		this.update( 0 );
-	};
+        // this variable declared above is inherited set to a smaller delta.
+        // the cloud material runs a little faster
+        this._dTime = 0.01;
 
-	this.updateColor = function()
-	{
-		var material = this._materialNode;
-		if (material)
-		{
-			var technique = material.shaderProgram['default'];
-			var renderer = g_Engine.getContext().renderer;
-			if (renderer && technique) {
-				var color = this._propValues[this._propNames[1]];
-				technique.u_DiffuseColor.set( this._diffuseColor );
-			}
-		}
-	}
+        // set up the shader
+        this._shader = new RDGE.jshader();
+        this._shader.def = cloudMaterialDef;
+        this._shader.init();
 
-	this.updateTexture = function() {
-		var material = this._materialNode;
-		if (material) {
-			var technique = material.shaderProgram['default'];
-			var renderer = g_Engine.getContext().renderer;
-			if (renderer && technique) {
-				var texMapName = this._propValues[this._propNames[0]];
-				var wrap = 'REPEAT',  mips = true;
-				var tex = this.loadTexture( texMapName, wrap, mips );
-
-				if (tex) {
-					technique.u_tex0.set( tex );
-                }
-			}
-		}
-	};
+        // set up the material node
+        this._materialNode = RDGE.createMaterialNode("cloudMaterial" + "_" + world.generateUniqueNodeID());
+        this._materialNode.setShader(this._shader);
 
-	this.update = function( time )
-	{
-		var material = this._materialNode;
-		if (material)
-		{
-			var technique = material.shaderProgram['default'];
-			var renderer = g_Engine.getContext().renderer;
-			if (renderer && technique) {
-				if (this._shader && this._shader['default']) {
-					this._shader['default'].u_time.set( [this._time] );
+        this._time = 0;
+        if (this._shader && this._shader['default']) {
+            this._shader['default'].u_time.set([this._time]);
+            this._shader['default'].u_DiffuseColor.set(this._diffuseColor);
+        }
+
+        // set the shader values in the shader
+        this.updateTexture();
+        this.update(0);
+    };
+
+    this.updateColor = function () {
+        var material = this._materialNode;
+        if (material) {
+            var technique = material.shaderProgram['default'];
+            var renderer = RDGE.globals.engine.getContext().renderer;
+            if (renderer && technique) {
+                var color = this._propValues[this._propNames[1]];
+                technique.u_DiffuseColor.set(this._diffuseColor);
+            }
+        }
+    };
+
+    this.updateTexture = function () {
+        var material = this._materialNode;
+        if (material) {
+            var technique = material.shaderProgram['default'];
+            var renderer = RDGE.globals.engine.getContext().renderer;
+            if (renderer && technique) {
+                var texMapName = this._propValues[this._propNames[0]];
+                var wrap = 'REPEAT', mips = true;
+                var tex = this.loadTexture(texMapName, wrap, mips);
+
+                if (tex) {
+                    technique.u_tex0.set(tex);
                 }
-				this._time += this._dTime;
+            }
+        }
+    };
+
+    this.update = function (time) {
+        var material = this._materialNode;
+        if (material) {
+            var technique = material.shaderProgram['default'];
+            var renderer = RDGE.globals.engine.getContext().renderer;
+            if (renderer && technique) {
+                if (this._shader && this._shader['default']) {
+                    this._shader['default'].u_time.set([this._time]);
+                }
+                this._time += this._dTime;
 
-                if (this._time > 200.0)  this._time = 0.0;
-			}
-		}
-	};
+                if (this._time > 200.0) this._time = 0.0;
+            }
+        }
+    };
 
-	// JSON export
-	this.exportJSON = function()
-	{
-		var jObj =
+    // JSON export
+    this.exportJSON = function () {
+        var jObj =
 		{
-			'material'		: this.getShaderName(),
-			'name'			: this.getName(),
-			'texture'		: this._propValues[this._propNames[0]]
+		    'material': this.getShaderName(),
+		    'name': this.getName(),
+		    'texture': this._propValues[this._propNames[0]]
 		};
 
-		return jObj;
-	};
+        return jObj;
+    };
 
-	this.importJSON = function( jObj )
-	{
-        if (this.getShaderName() != jObj.material)  throw new Error( "ill-formed material" );
-        this.setName(  jObj.name );
+    this.importJSON = function (jObj) {
+        if (this.getShaderName() != jObj.material) throw new Error("ill-formed material");
+        this.setName(jObj.name);
 
         try {
-			this._propValues[this._propNames[0]] = jObj.texture;
+            this._propValues[this._propNames[0]] = jObj.texture;
         }
-        catch (e)
-        {
-            throw new Error( "could not import material: " + jObj );
+        catch (e) {
+            throw new Error("could not import material: " + jObj);
         }
-	}
+    };
+
 
+    this.export = function () {
+        // every material needs the base type and instance name
+        var exportStr = "material: " + this.getShaderName() + "\n";
+        exportStr += "name: " + this.getName() + "\n";
 
-	this.export = function() {
-		// every material needs the base type and instance name
-		var exportStr = "material: " + this.getShaderName() + "\n";
-		exportStr += "name: " + this.getName() + "\n";
+        var world = this.getWorld();
+        if (!world)
+            throw new Error("no world in material.export, " + this.getName());
 
-		var world = this.getWorld();
-		if (!world)
-			throw new Error( "no world in material.export, " + this.getName() );
+        var texMapName = this._propValues[this._propNames[0]];
+        exportStr += "texture: " + texMapName + "\n";
 
-		var texMapName =  this._propValues[this._propNames[0]];
-		exportStr += "texture: " +texMapName + "\n";
-		
-		// every material needs to terminate like this
-		exportStr += "endMaterial\n";
+        // every material needs to terminate like this
+        exportStr += "endMaterial\n";
 
-		return exportStr;
-	};
+        return exportStr;
+    };
 
-	this.import = function( importStr ) {
-		var pu = new MaterialParser( importStr );
-		var material = pu.nextValue( "material: " );
-		if (material != this.getShaderName())  throw new Error( "ill-formed material" );
-		this.setName(  pu.nextValue( "name: ") );
+    this.import = function (importStr) {
+        var pu = new MaterialParser(importStr);
+        var material = pu.nextValue("material: ");
+        if (material != this.getShaderName()) throw new Error("ill-formed material");
+        this.setName(pu.nextValue("name: "));
 
-		var rtnStr;
+        var rtnStr;
         try {
-			this._propValues[this._propNames[0]] = pu.nextValue( "texture: " );
+            this._propValues[this._propNames[0]] = pu.nextValue("texture: ");
 
             var endKey = "endMaterial\n";
-            var index = importStr.indexOf( endKey );
+            var index = importStr.indexOf(endKey);
             index += endKey.length;
-            rtnStr = importStr.substr( index );
+            rtnStr = importStr.substr(index);
         }
-        catch (e)
-        {
-            throw new Error( "could not import material: " + importStr );
+        catch (e) {
+            throw new Error("could not import material: " + importStr);
         }
 
-		return rtnStr;
-	}
+        return rtnStr;
+    };
 };
 
 ///////////////////////////////////////////////////////////////////////////////////////
 // RDGE shader
- 
+
 // shader spec (can also be loaded from a .JSON file, or constructed at runtime)
 var cloudMaterialDef =
-{'shaders': 
+{ 'shaders':
 	{
-		'defaultVShader':"assets/shaders/Cloud.vert.glsl",
-		'defaultFShader':"assets/shaders/Cloud.frag.glsl"
+	    'defaultVShader': "assets/shaders/Cloud.vert.glsl",
+	    'defaultFShader': "assets/shaders/Cloud.frag.glsl"
 	},
-	'techniques':
-	{ 
-		'default':
+    'techniques':
+	{
+	    'default':
 		[
 			{
-				'vshader' : 'defaultVShader',
-				'fshader' : 'defaultFShader',
-				// attributes
-				'attributes' :
+			    'vshader': 'defaultVShader',
+			    'fshader': 'defaultFShader',
+			    // attributes
+			    'attributes':
 				{
-					'vert'  :   { 'type' : 'vec3' },
-					'normal' :  { 'type' : 'vec3' },
-					'texcoord'  :   { 'type' : 'vec2' }
+				    'vert': { 'type': 'vec3' },
+				    'normal': { 'type': 'vec3' },
+				    'texcoord': { 'type': 'vec2' }
 				},
-				// parameters
-				'params' : 
+			    // parameters
+			    'params':
 				{
-					'u_tex0': { 'type' : 'tex2d' },
-					'u_time' : { 'type' : 'float' },
-					'u_DiffuseColor' : { 'type' : 'vec4' }
+				    'u_tex0': { 'type': 'tex2d' },
+				    'u_time': { 'type': 'float' },
+				    'u_DiffuseColor': { 'type': 'vec4' }
 				},
 
-				// render states
-				'states' : 
+			    // render states
+			    'states':
 				{
-					'depthEnable' : true,
-					'offset':[1.0, 0.1]
+				    'depthEnable': true,
+				    'offset': [1.0, 0.1]
 				}
 			}
 		]
diff --git a/js/lib/rdge/materials/deform-material.js b/js/lib/rdge/materials/deform-material.js
index 8746bb47..328330bf 100644
--- a/js/lib/rdge/materials/deform-material.js
+++ b/js/lib/rdge/materials/deform-material.js
@@ -10,20 +10,20 @@ var DeformMaterial = function DeformMaterial() {
     ///////////////////////////////////////////////////////////////////////
     // Instance variables
     ///////////////////////////////////////////////////////////////////////
-	this._name = "DeformMaterial";
-	this._shaderName = "deform";
+    this._name = "DeformMaterial";
+    this._shaderName = "deform";
 
-	this._texMap = 'assets/images/rocky-normal.jpg';
+    this._texMap = 'assets/images/rocky-normal.jpg';
 
-	this._time = 0.0;
-	this._dTime = 0.01;
+    this._time = 0.0;
+    this._dTime = 0.01;
 
     ///////////////////////////////////////////////////////////////////////
     // Properties
     ///////////////////////////////////////////////////////////////////////
-	// all defined in parent PulseMaterial.js
-	// load the local default value
-	this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
+    // all defined in parent PulseMaterial.js
+    // load the local default value
+    this._propValues[this._propNames[0]] = this._texMap.slice(0);
 
     ///////////////////////////////////////////////////////////////////////
     // Material Property Accessors
@@ -35,44 +35,44 @@ var DeformMaterial = function DeformMaterial() {
     ///////////////////////////////////////////////////////////////////////
     // Methods
     ///////////////////////////////////////////////////////////////////////
-	// duplcate method requirde
-	this.dup = function( world ) {
-		// allocate a new uber material
-		var newMat = new DeformMaterial();
-
-		// copy over the current values;
-		var propNames = [],  propValues = [],  propTypes = [],  propLabels = [];
-		this.getAllProperties( propNames,  propValues,  propTypes,  propLabels);
-		var n = propNames.length;
-		for (var i=0;  i<n;  i++)
-			newMat.setProperty( propNames[i], propValues[i] );
-
-		return newMat;
-	};
-
-	this.init = function( world ) {
-		// save the world
-		if (world)  this.setWorld( world );
-
-		// set up the shader
-		this._shader = new RDGE.jshader();
-		this._shader.def = deformMaterialDef;
-		this._shader.init();
-
-		// set up the material node
-		this._materialNode = RDGE.createMaterialNode("deformMaterial" + "_" + world.generateUniqueNodeID());
-		this._materialNode.setShader(this._shader);
-
-		this._time = 0;
-		if (this._shader && this._shader['default']) {
-			this._shader['default'].u_time.set( [this._time] );
+    // duplcate method requirde
+    this.dup = function (world) {
+        // allocate a new uber material
+        var newMat = new DeformMaterial();
+
+        // copy over the current values;
+        var propNames = [], propValues = [], propTypes = [], propLabels = [];
+        this.getAllProperties(propNames, propValues, propTypes, propLabels);
+        var n = propNames.length;
+        for (var i = 0; i < n; i++)
+            newMat.setProperty(propNames[i], propValues[i]);
+
+        return newMat;
+    };
+
+    this.init = function (world) {
+        // save the world
+        if (world) this.setWorld(world);
+
+        // set up the shader
+        this._shader = new RDGE.jshader();
+        this._shader.def = deformMaterialDef;
+        this._shader.init();
+
+        // set up the material node
+        this._materialNode = RDGE.createMaterialNode("deformMaterial" + "_" + world.generateUniqueNodeID());
+        this._materialNode.setShader(this._shader);
+
+        this._time = 0;
+        if (this._shader && this._shader['default']) {
+            this._shader['default'].u_time.set([this._time]);
         }
 
-		// set the shader values in the shader
-		this.updateTexture();
-		this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] );
-		this.update( 0 );
-	}
+        // set the shader values in the shader
+        this.updateTexture();
+        this.setResolution([world.getViewportWidth(), world.getViewportHeight()]);
+        this.update(0);
+    };
 };
 
 ///////////////////////////////////////////////////////////////////////////////////////
diff --git a/js/lib/rdge/materials/flat-material.js b/js/lib/rdge/materials/flat-material.js
index e1363c06..106641a9 100755
--- a/js/lib/rdge/materials/flat-material.js
+++ b/js/lib/rdge/materials/flat-material.js
@@ -14,129 +14,120 @@ var FlatMaterial = function FlatMaterial() {
     ///////////////////////////////////////////////////////////////////////
     // Instance variables
     ///////////////////////////////////////////////////////////////////////
-	this._name = "FlatMaterial";
-	this._shaderName = "flat";
+    this._name = "FlatMaterial";
+    this._shaderName = "flat";
 
-	this._color = [1,0,0,1];
+    this._color = [1, 0, 0, 1];
 
     ///////////////////////////////////////////////////////////////////////
     // Property Accessors
     ///////////////////////////////////////////////////////////////////////
-	this.getColor				= function()	{  return this._color;		};
-	this.getShaderName			= function()	{  return this._shaderName;	};
+    this.getColor = function () { return this._color; };
+    this.getShaderName = function () { return this._shaderName; };
 
-	this.isAnimated				= function()	{  return false;			};
-	this.hasVertexDeformation	= function()	{  return true;				};
-	this._hasVertexDeformation = true;
-	this._vertexDeformationTolerance = 0.2;
+    this.isAnimated = function () { return false; };
+    this.hasVertexDeformation = function () { return true; };
+    this._hasVertexDeformation = true;
+    this._vertexDeformationTolerance = 0.2;
 
     //////////////////////////////////s/////////////////////////////////////
     // Methods
     ///////////////////////////////////////////////////////////////////////
-	// duplcate method requirde
-	this.dup = function()	{  return new FlatMaterial();	} ;
+    // duplcate method requirde
+    this.dup = function () { return new FlatMaterial(); };
 
-	this.init = function( world )
-	{
-		// save the world
-		if (world)
-		{
-			this.setWorld( world );
+    this.init = function (world) {
+        // save the world
+        if (world) {
+            this.setWorld(world);
 
-		// set up the shader
-	    this._shader = new RDGE.jshader();
-		this._shader.def = flatShaderDef;
-		this._shader.init();
+            // set up the shader
+            this._shader = new RDGE.jshader();
+            this._shader.def = flatShaderDef;
+            this._shader.init();
 
-        // set the defaults
-		this._shader.colorMe.color.set( this.getColor() );
+            // set the defaults
+            this._shader.colorMe.color.set(this.getColor());
 
-		// set up the material node
-		this._materialNode = RDGE.createMaterialNode("flatMaterial_" + world.generateUniqueNodeID() );
-		this._materialNode.setShader(this._shader);
-		}
-		else
-			throw new Error( "GLWorld not supplied to material initialization" );
-	};
+            // set up the material node
+            this._materialNode = RDGE.createMaterialNode("flatMaterial_" + world.generateUniqueNodeID());
+            this._materialNode.setShader(this._shader);
+        }
+        else
+            throw new Error("GLWorld not supplied to material initialization");
+    };
 
 
     ///////////////////////////////////////////////////////////////////////
     // Material Property Accessors
     ///////////////////////////////////////////////////////////////////////
-	this._propNames			= ["color"];
-	this._propLabels		= ["Color"];
-	this._propTypes			= ["color"];
-	this._propValues		= [];
+    this._propNames = ["color"];
+    this._propLabels = ["Color"];
+    this._propTypes = ["color"];
+    this._propValues = [];
 
-	this._propValues[ this._propNames[0] ] = this._color;
+    this._propValues[this._propNames[0]] = this._color;
 
-    this.setProperty = function( prop, value ) {
-		// make sure we have legitimate input
-		if (this.validateProperty( prop, value )) {
+    this.setProperty = function (prop, value) {
+        // make sure we have legitimate input
+        if (this.validateProperty(prop, value)) {
             this._propValues[prop] = value;
             if (this._shader && this._shader.colorMe) {
                 this._shader.colorMe[prop].set(value);
             }
-		}
-	};
+        }
+    };
     ///////////////////////////////////////////////////////////////////////
 
-	this.export = function()
-	{
-		// this function should be overridden by subclasses
-		var exportStr = "material: " + this.getShaderName() + "\n";
-		exportStr += "name: " + this.getName() + "\n";
-		exportStr += "color: " + String(this._propValues["color"]) + "\n";
-		exportStr += "endMaterial\n";
+    this.export = function () {
+        // this function should be overridden by subclasses
+        var exportStr = "material: " + this.getShaderName() + "\n";
+        exportStr += "name: " + this.getName() + "\n";
+        exportStr += "color: " + String(this._propValues["color"]) + "\n";
+        exportStr += "endMaterial\n";
 
-		return exportStr;
-	};
+        return exportStr;
+    };
 
-    this.import = function( importStr ) {
-        var pu = new MaterialParser( importStr );
-        var material = pu.nextValue( "material: " );
-        if (material != this.getShaderName())  throw new Error( "ill-formed material" );
-        this.setName(  pu.nextValue( "name: ") );
+    this.import = function (importStr) {
+        var pu = new MaterialParser(importStr);
+        var material = pu.nextValue("material: ");
+        if (material != this.getShaderName()) throw new Error("ill-formed material");
+        this.setName(pu.nextValue("name: "));
 
         var rtnStr;
-        try
-        {
-            var color  = eval( "[" + pu.nextValue( "color: " ) + "]" );
-            this.setProperty( "color",  color);
+        try {
+            var color = eval("[" + pu.nextValue("color: ") + "]");
+            this.setProperty("color", color);
         }
-        catch (e)
-        {
-            throw new Error( "could not import material: " + importStr );
+        catch (e) {
+            throw new Error("could not import material: " + importStr);
         }
 
         return rtnStr;
     };
 
-	this.exportJSON = function()
-	{
-		var jObj =
+    this.exportJSON = function () {
+        var jObj =
 		{
-			'material'		: this.getShaderName(),
-			'name'			: this.getName(),
-			'color'			: this._propValues["color"]
+		    'material': this.getShaderName(),
+		    'name': this.getName(),
+		    'color': this._propValues["color"]
 		};
 
-		return jObj;
-	}
+        return jObj;
+    };
 
-	this.importJSON = function( jObj )
-	{
-        if (this.getShaderName() != jObj.material)  throw new Error( "ill-formed material" );
-        this.setName(  jObj.name );
-        
-		var color  = jObj.color;
-		this.setProperty( "color",  color);
-	}
+    this.importJSON = function (jObj) {
+        if (this.getShaderName() != jObj.material) throw new Error("ill-formed material");
+        this.setName(jObj.name);
 
-	this.update = function( time )
-	{
-	};
+        var color = jObj.color;
+        this.setProperty("color", color);
+    };
 
+    this.update = function (time) {
+    };
 };
 
 ///////////////////////////////////////////////////////////////////////////////////////
diff --git a/js/lib/rdge/materials/fly-material.js b/js/lib/rdge/materials/fly-material.js
index a28fcaee..37bef66a 100644
--- a/js/lib/rdge/materials/fly-material.js
+++ b/js/lib/rdge/materials/fly-material.js
@@ -65,7 +65,7 @@ var FlyMaterial = function FlyMaterial() {
 		this.updateTexture();
 		this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] );
 		this.update( 0 );
-	}
+	};
 };
 
 ///////////////////////////////////////////////////////////////////////////////////////
@@ -73,7 +73,8 @@ var FlyMaterial = function FlyMaterial() {
  
 // shader spec (can also be loaded from a .JSON file, or constructed at runtime)
 var flyMaterialDef =
-{'shaders': 
+{
+    'shaders': 
 	{
 		'defaultVShader':"assets/shaders/Basic.vert.glsl",
 		'defaultFShader':"assets/shaders/Fly.frag.glsl"
diff --git a/js/lib/rdge/materials/julia-material.js b/js/lib/rdge/materials/julia-material.js
index 67d08b1a..7aeec3dc 100644
--- a/js/lib/rdge/materials/julia-material.js
+++ b/js/lib/rdge/materials/julia-material.js
@@ -76,7 +76,7 @@ var JuliaMaterial = function JuliaMaterial() {
 				this._time = time;
 			}
 		}
-	}
+	};
 }
 
 ///////////////////////////////////////////////////////////////////////////////////////
diff --git a/js/lib/rdge/materials/keleidoscope-material.js b/js/lib/rdge/materials/keleidoscope-material.js
index cbdd018c..4506bb8c 100644
--- a/js/lib/rdge/materials/keleidoscope-material.js
+++ b/js/lib/rdge/materials/keleidoscope-material.js
@@ -90,7 +90,7 @@ var KeleidoscopeMaterial = function KeleidoscopeMaterial() {
 				this._time = time;
 			}
 		}
-	}
+	};
 };
 
 ///////////////////////////////////////////////////////////////////////////////////////
diff --git a/js/lib/rdge/materials/linear-gradient-material.js b/js/lib/rdge/materials/linear-gradient-material.js
index efeabf95..87e41ad6 100755
--- a/js/lib/rdge/materials/linear-gradient-material.js
+++ b/js/lib/rdge/materials/linear-gradient-material.js
@@ -11,36 +11,36 @@ var LinearGradientMaterial = function LinearGradientMaterial() {
     ///////////////////////////////////////////////////////////////////////
     // Instance variables
     ///////////////////////////////////////////////////////////////////////
-	this._name = "LinearGradientMaterial";
-	this._shaderName = "linearGradient";
-
-	this._color1		= [1,0,0,1];
-	this._color2		= [0,1,0,1];
-	this._color3		= [0,0,1,1];
-	this._color4		= [0,1,1,1];
-	this._colorStop1	= 0.0;
-	this._colorStop2	= 0.3;
-	this._colorStop3	= 0.6;
-	this._colorStop4	= 1.0;
-//	this._colorCount	= 4;
-	this._angle			= 0.0;	// the shader takes [cos(a), sin(a)]
+    this._name = "LinearGradientMaterial";
+    this._shaderName = "linearGradient";
+
+    this._color1 = [1, 0, 0, 1];
+    this._color2 = [0, 1, 0, 1];
+    this._color3 = [0, 0, 1, 1];
+    this._color4 = [0, 1, 1, 1];
+    this._colorStop1 = 0.0;
+    this._colorStop2 = 0.3;
+    this._colorStop3 = 0.6;
+    this._colorStop4 = 1.0;
+    //	this._colorCount	= 4;
+    this._angle = 0.0; // the shader takes [cos(a), sin(a)]
 
     ///////////////////////////////////////////////////////////////////////
     // Property Accessors
     ///////////////////////////////////////////////////////////////////////
-	this.getShaderName	= function() {
+    this.getShaderName = function () {
         return this._shaderName;
     };
 
-	this.getName		= function() {
+    this.getName = function () {
         return this._name;
     };
 
-	this.getColor1	= function() {
+    this.getColor1 = function () {
         return this._color1;
     };
 
-	this.setColor1	= function(c) {
+    this.setColor1 = function (c) {
         this._color1 = c.slice();
 
         if (this._shader && this._shader['default']) {
@@ -48,11 +48,11 @@ var LinearGradientMaterial = function LinearGradientMaterial() {
         }
     };
 
-	this.getColor2	= function() {
+    this.getColor2 = function () {
         return this._color2;
     };
 
-	this.setColor2	= function(c) {
+    this.setColor2 = function (c) {
         this._color2 = c.slice();
 
         if (this._shader && this._shader['default']) {
@@ -60,23 +60,23 @@ var LinearGradientMaterial = function LinearGradientMaterial() {
         }
     };
 
-	this.getColor3	= function() {
+    this.getColor3 = function () {
         return this._color3;
     };
 
-	this.setColor3	= function(c) {
+    this.setColor3 = function (c) {
         this._color3 = c.slice();
-        
+
         if (this._shader && this._shader['default']) {
             this._shader['default'].u_color3.set(c);
         }
     };
 
-	this.getColor4	= function() {	
-        return this._color4;		
+    this.getColor4 = function () {
+        return this._color4;
     };
-    
-	this.setColor4	= function(c) {	
+
+    this.setColor4 = function (c) {
         this._color4 = c.slice();
 
         if (this._shader && this._shader['default']) {
@@ -84,11 +84,11 @@ var LinearGradientMaterial = function LinearGradientMaterial() {
         }
     };
 
-	this.getColorStop1 = function() {  
-        return this._colorStop1;		
+    this.getColorStop1 = function () {
+        return this._colorStop1;
     };
-    
-	this.setColorStop1 = function(s) {  
+
+    this.setColorStop1 = function (s) {
         this._colorStop1 = s;
 
         if (this._shader && this._shader['default']) {
@@ -96,11 +96,11 @@ var LinearGradientMaterial = function LinearGradientMaterial() {
         }
     };
 
-	this.getColorStop2 = function() {  
-        return this._colorStop2;		
+    this.getColorStop2 = function () {
+        return this._colorStop2;
     };
-    
-	this.setColorStop2 = function(s) {
+
+    this.setColorStop2 = function (s) {
         this._colorStop2 = s;
 
         if (this._shader && this._shader['default']) {
@@ -108,23 +108,23 @@ var LinearGradientMaterial = function LinearGradientMaterial() {
         }
     };
 
-	this.getColorStop3 = function()	{  
-        return this._colorStop3;		
+    this.getColorStop3 = function () {
+        return this._colorStop3;
     };
-    
-	this.setColorStop3 = function(s) {
+
+    this.setColorStop3 = function (s) {
         this._colorStop3 = s;
 
         if (this._shader && this._shader['default']) {
             this._shader['default'].u_colorStop3.set([s]);
         }
-    }
+    };
 
-	this.getColorStop4 = function() {  
-        return this._colorStop4;		
+    this.getColorStop4 = function () {
+        return this._colorStop4;
     };
-    
-	this.setColorStop4 = function(s) {
+
+    this.setColorStop4 = function (s) {
         this._colorStop4 = s;
 
         if (this._shader && this._shader['default']) {
@@ -132,17 +132,17 @@ var LinearGradientMaterial = function LinearGradientMaterial() {
         }
     };
 
-//	this.getColorCount	= function()	{  return this._colorCount;		};
-//	this.setColorCount	= function(c)	{  this._colorCount = c;
-//												if (this._shader && this._shader['default'])
-//													this._shader['default'].u_colorCount.set([c]);
-//										};
+    //	this.getColorCount	= function()	{  return this._colorCount;		};
+    //	this.setColorCount	= function(c)	{  this._colorCount = c;
+    //												if (this._shader && this._shader['default'])
+    //													this._shader['default'].u_colorCount.set([c]);
+    //										};
 
-	this.getAngle = function() {
+    this.getAngle = function () {
         return this._angle;
     };
 
-	this.setAngle = function(a) {
+    this.setAngle = function (a) {
         this._angle = a;
 
         if (this._shader && this._shader['default']) {
@@ -150,222 +150,215 @@ var LinearGradientMaterial = function LinearGradientMaterial() {
         }
     };
 
-	this.isAnimated	 = function() {  
-        return false;					
+    this.isAnimated = function () {
+        return false;
     };
 
     ///////////////////////////////////////////////////////////////////////
     // Material Property Accessors
     ///////////////////////////////////////////////////////////////////////
-	this._propNames			= ["color1",		"color2",		"color3",		"color4",   "colorStop1",		"colorStop2",		"colorStop3",		        "colorStop4",       "angle"];
-	this._propLabels		= ["Color 1",	    "Color 2",	    "Color 3",	    "Color 4",  "Color Stop 1",	    "Color Stop 2",      "Color Stop 3",	        "Color Stop 4",     "Angle"];
-	this._propTypes			= ["color",			"color",		"color",        "color",    "float",            "float",             "float",                     "float",          "float"];
-	this._propValues		= [];
-
-	this._propValues[ this._propNames[0] ] = this._color1.slice(0);
-	this._propValues[ this._propNames[1] ] = this._color2.slice(0);
-	this._propValues[ this._propNames[2] ] = this._color3.slice(0);
-	this._propValues[ this._propNames[3] ] = this._color4.slice(0);
-
-    this._propValues[ this._propNames[4] ] = this._colorStop1;
-    this._propValues[ this._propNames[5] ] = this._colorStop2;
-    this._propValues[ this._propNames[6] ] = this._colorStop3;
-    this._propValues[ this._propNames[7] ] = this._colorStop4;
-
-	this._propValues[ this._propNames[8] ] = this._angle;
-
-    this.setProperty = function( prop, value ) {
-		if (prop === "color")  prop = "color1";
-
-		// make sure we have legitimate imput
-		var ok = this.vali