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/drawing/world.js                           | 58 +++++++++++------------
 js/lib/geom/circle.js                             |  6 +--
 js/lib/geom/line.js                               |  4 +-
 js/lib/geom/rectangle.js                          |  8 ++--
 js/lib/geom/shape-primitive.js                    |  4 +-
 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 +--
 27 files changed, 103 insertions(+), 103 deletions(-)

(limited to 'js/lib')

diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js
index 3d6c6fc4..7c5fb136 100755
--- a/js/lib/drawing/world.js
+++ b/js/lib/drawing/world.js
@@ -141,45 +141,45 @@ var World = function GLWorld( canvas, use3D ) {
     
     // post-load processing of the scene
     this.init = function() {
-		var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle),
-			ctx2 = g_Engine.getContext();
+		var ctx1 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle),
+			ctx2 = RDGE.globals.engine.getContext();
 		if (ctx1 != ctx2)  console.log( "***** different contexts *****" );
 		this.renderer = ctx1.renderer;
 		this.renderer._world = this;
       
 		// create a camera, set its perspective, and then point it at the origin
-		var cam = new camera();
+		var cam = new RDGE.camera();
 		this._camera = cam;
 		cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar());
-		cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up());
+		cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up());
         
 		// make this camera the active camera
 		this.renderer.cameraManager().setActiveCamera(cam);
 
 		// change clear color
-		//this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT);
+		//this.renderer.setClearFlags(RDGE.globals.engine.getContext().DEPTH_BUFFER_BIT);
 		this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]);
 		//this.renderer.NinjaWorld = this;
         
 		// create an empty scene graph
-		this.myScene = new SceneGraph();
+		this.myScene = new RDGE.SceneGraph();
         
 		// create some lights
 		// light 1
-		this.light = createLightNode("myLight");
+		this.light = RDGE.createLightNode("myLight");
 		this.light.setPosition([0,0,1.2]);
 		this.light.setDiffuseColor([0.75,0.9,1.0,1.0]);
         
 		// light 2
-		this.light2 = createLightNode("myLight2");
+		this.light2 = RDGE.createLightNode("myLight2");
 		this.light2.setPosition([-0.5,0,1.2]);
 		this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]);
         
 		// create a light transform
-		var lightTr = createTransformNode("lightTr");
+		var lightTr = RDGE.createTransformNode("lightTr");
         
 		// create and attach a material - materials hold the light data
-		lightTr.attachMaterial(createMaterialNode("lights"));
+		lightTr.attachMaterial(RDGE.createMaterialNode("lights"));
         
 		// enable light channels 1, 2 - channel 0 is used by the default shader
 		lightTr.materialNode.enableLightChannel(1, this.light);
@@ -192,9 +192,9 @@ var World = function GLWorld( canvas, use3D ) {
 		this.myScene.addNode(lightTr);
         
 		// Add the scene to the engine - necessary if you want the engine to draw for you
-		//g_Engine.AddScene("myScene" + this._canvas.id, this.myScene);
+		//RDGE.globals.engine.AddScene("myScene" + this._canvas.id, this.myScene);
 		var name = this._canvas.getAttribute( "data-RDGE-id" ); 
-		g_Engine.AddScene("myScene" + name, this.myScene);
+		RDGE.globals.engine.AddScene("myScene" + name, this.myScene);
 	};
     
 	// main code for handling user interaction and updating the scene   
@@ -206,7 +206,7 @@ var World = function GLWorld( canvas, use3D ) {
         
 		if (this._useWebGL) {
 			// changed the global position uniform of light 0, another way to change behavior of a light
-			rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]);
+		    RDGE.rdgeGlobalParameters.u_light0Pos.set([5 * Math.cos(this.elapsed), 5 * Math.sin(this.elapsed), 20]);
         
 			// orbit the light nodes around the boxes
 			this.light.setPosition([1.2*Math.cos(this.elapsed*2.0), 1.2*Math.sin(this.elapsed*2.0), 1.2*Math.cos(this.elapsed*2.0)]);
@@ -223,8 +223,8 @@ var World = function GLWorld( canvas, use3D ) {
     // defining the draw function to control how the scene is rendered      
 	this.draw = function() {
 		if (this._useWebGL) {
-			g_Engine.setContext( this._canvas.rdgeid );
-			var ctx = g_Engine.getContext();
+			RDGE.globals.engine.setContext( this._canvas.rdgeid );
+			var ctx = RDGE.globals.engine.getContext();
 			var renderer = ctx.renderer;
 			if (renderer.unloadedTextureCount <= 0) {
 				renderer.disableCulling();
@@ -361,8 +361,8 @@ var World = function GLWorld( canvas, use3D ) {
 		rdgeStarted = true;
 		var id = this._canvas.getAttribute( "data-RDGE-id" ); 
 		this._canvas.rdgeid = id;
-		g_Engine.registerCanvas(this._canvas, this);
-		RDGEStart( this._canvas );
+		RDGE.globals.engine.registerCanvas(this._canvas, this);
+		RDGE.RDGEStart( this._canvas );
 		this._canvas.task.stop()
 	}
 };
@@ -391,13 +391,13 @@ World.prototype.updateObject = function (obj) {
     if (nPrims > 0) {
         ctrTrNode = obj.getTransformNode();
 		if (ctrTrNode == null) {
-			ctrTrNode = createTransformNode("objRootNode_" + nodeCounter++);
+		    ctrTrNode = RDGE.createTransformNode("objRootNode_" + nodeCounter++);
 			this._rootNode.insertAsChild( ctrTrNode );
 			obj.setTransformNode( ctrTrNode );
 		}
 
 		ctrTrNode.meshes.forEach(function(thisMesh) {
-			g_meshMan.deleteMesh(thisMesh.mesh.name);
+		    RDGE.globals.meshMan.deleteMesh(thisMesh.mesh.name);
 		});
 		ctrTrNode.meshes = [];
 
@@ -416,11 +416,11 @@ World.prototype.updateObject = function (obj) {
 			childTrNode = children[i-1].transformNode;
 
 			childTrNode.meshes.forEach(function(thisMesh) {
-				g_meshMan.deleteMesh(thisMesh.mesh.name);
+			    RDGE.globals.meshMan.deleteMesh(thisMesh.mesh.name);
 			});
 			childTrNode.meshes = [];
 		} else {
-			childTrNode = createTransformNode("objNode_" + nodeCounter++);
+            childTrNode = RDGE.createTransformNode("objNode_" + nodeCounter++);
 			ctrTrNode.insertAsChild(childTrNode);
 		}
 
@@ -522,7 +522,7 @@ World.prototype.clearTree = function() {
 	if (this._useWebGL) {
 		var root = this._rootNode;
 		root.children = new Array();
-		g_Engine.unregisterCanvas( this._canvas.rdgeid )
+		RDGE.globals.engine.unregisterCanvas( this._canvas.rdgeid )
 
 		this.update( 0 );
 		this.draw();
@@ -657,9 +657,9 @@ World.prototype.setMVMatrix = function() {
         gl.uniformMatrix4fv(this._shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix));
 
         var normalMatrix = mat3.create();
-        // mat4.toInverseMat3(mvMatrix, normalMatrix);
-        // mat4.toInverseMat3(new Float32Array(mvMatrix.flatten()), normalMatrix);
-        mat4.toInverseMat3(new Float32Array(mvMatrix), normalMatrix);
+        // RDGE.mat4.toInverseMat3(mvMatrix, normalMatrix);
+        // RDGE.mat4.toInverseMat3(new Float32Array(mvMatrix.flatten()), normalMatrix);
+        RDGE.mat4.toInverseMat3(new Float32Array(mvMatrix), normalMatrix);
         mat3.transpose(normalMatrix);
         gl.uniformMatrix3fv(this._shaderProgram.nMatrixUniform, false, normalMatrix);
     }
@@ -680,7 +680,7 @@ World.prototype.render = function() {
 		var root = this.getGeomRoot();
 		this.hRender( root );
 	} else {
-		g_Engine.setContext( this._canvas.rdgeId );
+		RDGE.globals.engine.setContext( this._canvas.rdgeId );
 		//this.draw();
 		this.restartRenderLoop();
 	}
@@ -895,16 +895,16 @@ World.prototype.importSubObject = function( objStr,  parentNode ) {
 	i0 += 10;
 	var matText = objStr.substr( i0, i1 - i0 );
 	var shaderDef = JSON.parse( matText );
-	var shader = new jshader();
+	var shader = new RDGE.jshader();
 	shader.def = shaderDef;
 	shader.init();
              
     // set the shader for this material
-	var matNode = createMaterialNode("objMat")
+	var matNode = RDGE.createMaterialNode("objMat")
     matNode.setShader(shader);
 
 	// create the transformation node
-	var trNode = createTransformNode("subObjNode_" );
+    var trNode = RDGE.createTransformNode("subObjNode_");
     trNode.attachMeshNode(this.renderer.id + "_prim_", meshObj);
     trNode.attachMaterial(matNode);
 	parentNode.insertAsChild(trNode);
diff --git a/js/lib/geom/circle.js b/js/lib/geom/circle.js
index dd82a4cc..52c2d449 100755
--- a/js/lib/geom/circle.js
+++ b/js/lib/geom/circle.js
@@ -176,7 +176,7 @@ var Circle = function GLCircle() {
 		if (!world._useWebGL)  return;
 		
 		// make sure RDGE has the correct context
-		g_Engine.setContext( world.getCanvas().rdgeid );
+		RDGE.globals.engine.setContext( world.getCanvas().rdgeid );
 
          // create the gl buffer
         var gl = world.getGLContext();
@@ -348,7 +348,7 @@ var Circle = function GLCircle() {
 
 		this.recalcTexMapCoords( vrts, uvs );
 
-		return ShapePrimitive.create(vrts, nrms, uvs, indices, g_Engine.getContext().renderer.TRIANGLES, index);
+		return ShapePrimitive.create(vrts, nrms, uvs, indices, RDGE.globals.engine.getContext().renderer.TRIANGLES, index);
     };
 
     this.generateOvalRing = function(xOff, yOff, rotationMat, innerScaleMat, outerScaleMat, nTriangles) {
@@ -405,7 +405,7 @@ var Circle = function GLCircle() {
 
 		this.recalcTexMapCoords( vrts, uvs );
 
-		return ShapePrimitive.create(vrts, nrms, uvs, indices, g_Engine.getContext().renderer.TRIANGLE_STRIP, indices.length);
+		return ShapePrimitive.create(vrts, nrms, uvs, indices, RDGE.globals.engine.getContext().renderer.TRIANGLE_STRIP, indices.length);
     };
 
     this.render = function() {
diff --git a/js/lib/geom/line.js b/js/lib/geom/line.js
index da63b21c..e8d967f0 100755
--- a/js/lib/geom/line.js
+++ b/js/lib/geom/line.js
@@ -167,7 +167,7 @@ var Line = function GLLine( world, xOffset, yOffset, width, height, slope, strok
 		if (!world._useWebGL)  return;
 		
 		// make sure RDGE has the correct context
-		g_Engine.setContext( world.getCanvas().rdgeid );
+		RDGE.globals.engine.setContext( world.getCanvas().rdgeid );
 
 		 // create the gl buffer
 		var gl = world.getGLContext();
@@ -328,7 +328,7 @@ var Line = function GLLine( world, xOffset, yOffset, width, height, slope, strok
 			indices.push( index );  index++;
 		}
 
-		var prim = ShapePrimitive.create(strokeVertices, strokeNormals, strokeTextures, indices, g_Engine.getContext().renderer.TRIANGLES, indices.length);
+		var prim = ShapePrimitive.create(strokeVertices, strokeNormals, strokeTextures, indices, RDGE.globals.engine.getContext().renderer.TRIANGLES, indices.length);
 
 		var strokeMaterial = this.makeStrokeMaterial();
 
diff --git a/js/lib/geom/rectangle.js b/js/lib/geom/rectangle.js
index 81b385b3..98621a98 100755
--- a/js/lib/geom/rectangle.js
+++ b/js/lib/geom/rectangle.js
@@ -276,7 +276,7 @@ var Rectangle = function GLRectangle() {
 		if (!world._useWebGL)  return;
 		
 		// make sure RDGE has the correct context
-		g_Engine.setContext( world.getCanvas().rdgeid );
+		RDGE.globals.engine.setContext( world.getCanvas().rdgeid );
 
 		// create the gl buffer
 		var gl = world.getGLContext();
@@ -826,7 +826,7 @@ RectangleFill.create = function( rectCtr,  width, height, tlRad, blRad,  brRad,
 //	}
 
 	// create the RDGE primitive
-	return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices);
+	return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, RDGE.globals.engine.getContext().renderer.TRIANGLES, nVertices);
 };
 
 RectangleFill.pushVertex = function( x, y, z ) {
@@ -1058,7 +1058,7 @@ RectangleStroke.create = function( rectCtr,  width, height, strokeWidth,  tlRad,
 //	}
 
 	// create the RDGE primitive
-	return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices);
+	return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, RDGE.globals.engine.getContext().renderer.TRIANGLES, nVertices);
 };
 
 RectangleStroke.getRoundedCorner = function( ctr, insidePt, outsidePt ) {
@@ -1144,7 +1144,7 @@ RectangleGeometry.create = function( ctr,  width, height, material ) {
 //	}
 
 	// create the RDGE primitive
-	return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices);
+	return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, RDGE.globals.engine.getContext().renderer.TRIANGLES, nVertices);
 };
 
 RectangleGeometry.pushVertex	= RectangleFill.pushVertex;
diff --git a/js/lib/geom/shape-primitive.js b/js/lib/geom/shape-primitive.js
index bf0087b2..97873d32 100644
--- a/js/lib/geom/shape-primitive.js
+++ b/js/lib/geom/shape-primitive.js
@@ -8,11 +8,11 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot
 var ShapePrimitive = {};
 
 ShapePrimitive.create = function(coords,  normals,  uvs,  indices, primType, vertexCount) {
-	var renderer = g_Engine.getContext().renderer;
+	var renderer = RDGE.globals.engine.getContext().renderer;
 
 	// to setup a primitive you must define it
 	// create a new primitive definition here to then fill out
-	var prim = new rdgePrimitiveDefinition();
+	var prim = new RDGE.rdgePrimitiveDefinition();
 
 	// the vertex definition declares how the data will be delivered to the shader
 	// the position of an element in array determines which attribute in a shader the
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;
-- 
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