1 | <!DOCTYPE html>
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2 | <!-- saved from url=(0032)http://webgl.onikenkon.com/flag/ -->
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3 | <html lang="en"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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4 |
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5 | <title>three.js webgl - 3D Flag</title>
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6 | <meta charset="utf-8">
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7 | <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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8 | <style>
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9 | body {
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10 | font-family: Monospace;
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11 | background-color: #000;
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12 | color: #000;
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13 | margin: 0px;
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14 | overflow: hidden;
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15 | }
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16 |
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17 | #info {
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18 | text-align: center;
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19 | padding: 10px;
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20 | z-index: 10;
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21 | width: 100%;
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22 | position: absolute;
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23 | top: 80%;
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24 | }
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25 |
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26 | a {
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27 | text-decoration: underline;
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28 | cursor: pointer;
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29 | }
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30 | </style>
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31 | <style type="text/css"></style></head>
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32 |
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33 | <body>
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34 | <div id="info">
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35 | Toggle: <a onclick="rotate = !rotate;">Camera</a> |
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36 | <a onclick="wind = !wind;">Wind</a>
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37 | </div>
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38 |
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39 | <script src="./Flag_files/three.js"></script>
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40 | <script src="./Flag_files/Detector.js"></script>
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41 | <script src="./Flag_files/Stats.js"></script>
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42 | <script src="./Flag_files/Flag.js"></script>
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43 | <script src="./Flag_files/KeyboardState.js"></script>
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44 |
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45 | <script type="x-shader/x-fragment" id="fragmentShaderDepth">
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46 |
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47 | uniform sampler2D texture;
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48 | varying vec2 vUV;
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49 |
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50 | vec4 pack_depth( const in float depth ) {
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51 |
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52 | const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );
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53 | const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );
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54 | vec4 res = fract( depth * bit_shift );
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55 | res -= res.xxyz * bit_mask;
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56 | return res;
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57 |
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58 | }
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59 |
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60 | void main() {
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61 |
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62 | vec4 pixel = texture2D( texture, vUV );
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63 |
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64 | if ( pixel.a < 0.5 ) discard;
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65 |
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66 | gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );
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67 |
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68 | }
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69 | </script>
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70 |
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71 | <script type="x-shader/x-vertex" id="vertexShaderDepth">
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72 |
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73 | varying vec2 vUV;
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74 |
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75 | void main() {
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76 |
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77 | vUV = 0.75 * uv;
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78 |
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79 | vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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80 |
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81 | gl_Position = projectionMatrix * mvPosition;
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82 |
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83 | }
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84 |
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85 | </script>
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86 |
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87 | <script>
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88 | var keyboard = new KeyboardState();
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89 | var clothTextures = [];
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90 |
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91 | /* testing cloth simulation */
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92 |
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93 | var flagRelease;
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94 | var initial = true;
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95 |
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96 | var pins = [];
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97 | for (var j=0;j<=cloth.h;j++)
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98 | pins.push(cloth.index(0, j));
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99 |
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100 | /* Weather variables */
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101 |
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102 | var particle;
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103 | var particleSystem;
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104 | var particleCount;
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105 |
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106 | /* ------------------ */
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107 |
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108 | if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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109 |
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110 | var container, stats;
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111 | var camera, scene, renderer;
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112 |
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113 | var clothGeometry;
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114 | var sphere;
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115 | var object, tmpFlag, arrow;
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116 |
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117 | var rotate = false;
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118 |
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119 | // array for holding existing flags
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120 |
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121 | var flags = ["./images/flag.png", "./images/random.png", "./images/canada.png"];
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122 | var flagSelector = 0;
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123 | var materials;
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124 | var vertexShader;
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125 | var fragmentShader;
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126 | var uniforms;
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127 |
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128 | init();
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129 | animate();
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130 |
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131 | function init() {
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132 |
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133 | container = document.createElement( 'div' );
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134 | document.body.appendChild( container );
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135 |
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136 |
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137 |
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138 | // scene
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139 |
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140 | scene = new THREE.Scene();
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141 |
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142 | //scene.fog = new THREE.Fog( 0x0, 500, 10000 );
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143 | //scene.fog.color.setHSL( 0.6, 0.2, 1 );
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144 |
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145 | // camera
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146 |
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147 | camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 10000 );
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148 | camera.position.y = 50;
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149 | camera.position.z = 1500;
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150 | scene.add( camera );
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151 |
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152 | // lights
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153 |
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154 | var light;
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155 |
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156 | scene.add( new THREE.AmbientLight( 0x666666 ) );
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157 |
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158 | light = new THREE.DirectionalLight( 0xffffff, 1.75 );
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159 | light.color.setHSL( 0.6, 0.125, 1 );
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160 | light.position.set( 50, 200, 100 );
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161 | light.position.multiplyScalar( 1.3 );
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162 |
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163 | light.castShadow = true;
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164 | //light.shadowCameraVisible = true;
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165 |
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166 | light.shadowMapWidth = 2048;
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167 | light.shadowMapHeight = 2048;
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168 |
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169 | var d = 100;
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170 |
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171 | light.shadowCameraLeft = -d;
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172 | light.shadowCameraRight = d;
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173 | light.shadowCameraTop = d;
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174 | light.shadowCameraBottom = -d;
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175 |
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176 | light.shadowCameraFar = 1000;
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177 | light.shadowDarkness = 0.5;
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178 |
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179 | scene.add( light );
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180 |
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181 | var light2 = new THREE.AmbientLight( 0x404040 ); // soft white light
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182 | scene.add( light2 );
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183 |
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184 | light = new THREE.DirectionalLight( 0xffffff, 0.35 );
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185 | light.color.setHSL( 0.3, 0.95, 1 );
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186 | light.position.set( 0, -1, 0 );
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187 |
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188 | scene.add( light );
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189 |
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190 | // load flag textures
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191 | var i;
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192 |
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193 | for(i = 0; i < flags.length; i++){
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194 | clothTextures[i] = THREE.ImageUtils.loadTexture( flags[i] );
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195 | clothTextures[i].wrapS = clothTextures[i].wrapT = THREE.RepeatWrapping;
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196 | clothTextures[i].anisotropy = 16;
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197 | }
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198 | createFlag();
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199 |
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200 |
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201 | // sphere
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202 |
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203 | var ballGeo = new THREE.SphereGeometry( ballSize, 20, 20 );
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204 | var ballMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff } );
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205 |
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206 | sphere = new THREE.Mesh( ballGeo, ballMaterial );
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207 | sphere.castShadow = true;
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208 | sphere.receiveShadow = true;
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209 | scene.add( sphere );
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210 |
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211 | // arrow
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212 |
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213 | arrow = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 0 ), 50, 0xff0000 );
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214 | arrow.position.set( -200, -50, -200 );
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215 | scene.add( arrow );
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216 |
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217 |
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218 | // create the particle variables
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219 | particleCount = 1000,
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220 | particles = new THREE.Geometry(),
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221 | pMaterial = new THREE.ParticleBasicMaterial({
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222 | color: 0xFFFFFF,
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223 | size: 20,
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224 | map: THREE.ImageUtils.loadTexture(
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225 | "./images/raindrop.png"
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226 | ),
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227 | blending: THREE.AdditiveBlending,
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228 | transparent: true
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229 | });
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230 |
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231 | // now create the individual particles
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232 | for(var p = 0; p < particleCount; p++) {
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233 |
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234 | // create a particle with random
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235 | // position values, -250 -> 250
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236 | var pX = Math.random() * 500 - 250,
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237 | pY = Math.random() * 500 - 250,
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238 | pZ = Math.random() * 500 - 250,
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239 | particle = new THREE.Vector3(pX, pY, pZ);
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240 |
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241 | // create a velocity vector
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242 | particle.velocity = new THREE.Vector3(
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243 | 0, // x
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244 | -Math.random(), // y
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245 | 0); // z
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246 |
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247 | // add it to the geometry
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248 | particles.vertices.push(particle);
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249 | }
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250 |
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251 | // create the particle system
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252 | particleSystem = new THREE.ParticleSystem(
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253 | particles,
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254 | pMaterial);
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255 |
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256 | particleSystem.sortParticles = true;
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257 |
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258 | // add it to the scene
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259 | scene.add(particleSystem);
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260 |
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261 |
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262 | // ground
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263 |
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264 | var initColor = new THREE.Color( 0x00ff00 );
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265 | initColor.setHSL( 0.25, 0.85, 0.5 );
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266 | var initTexture = THREE.ImageUtils.generateDataTexture( 1, 1, initColor );
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267 |
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268 | var groundMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, map: initTexture, perPixel: true } );
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269 |
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270 | var groundTexture = THREE.ImageUtils.loadTexture( "grass.png", undefined, function() { groundMaterial.map = groundTexture } );
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271 | groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping;
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272 | groundTexture.repeat.set( 1, 1 );
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273 | groundTexture.anisotropy = 16;
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274 |
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275 | var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 20000, 20000 ), groundMaterial );
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276 | mesh.position.y = -250;
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277 | mesh.rotation.x = - Math.PI / 2;
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278 | mesh.receiveShadow = true;
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279 | scene.add( mesh );
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280 |
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281 | // poles
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282 |
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283 | var poleGeo = new THREE.BoxGeometry( 5, 750, 5 );
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284 | var poleMat = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 100, perPixel: true } );
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285 |
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286 | var mesh = new THREE.Mesh( poleGeo, poleMat );
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287 | mesh.position.y = -175; //-250
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288 | mesh.position.x = 0;
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289 | mesh.receiveShadow = true;
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290 | mesh.castShadow = true;
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291 | scene.add( mesh );
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292 |
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293 |
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294 | var gg = new THREE.BoxGeometry( 10, 10, 10 );
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295 | var mesh = new THREE.Mesh( gg, poleMat );
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296 | mesh.position.y = -250;
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297 | mesh.position.x = 0; //125
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298 | mesh.receiveShadow = true;
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299 | mesh.castShadow = true;
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300 | scene.add( mesh );
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301 |
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302 |
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303 | //
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304 | renderer = new THREE.WebGLRenderer( { antialias: true } );
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305 | renderer.setSize( window.innerWidth, window.innerHeight );
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306 | //renderer.setClearColor( scene.fog.color );
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307 |
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308 | container.appendChild( renderer.domElement );
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309 |
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310 | renderer.gammaInput = true;
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311 | renderer.gammaOutput = true;
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312 | renderer.physicallyBasedShading = true;
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313 |
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314 | renderer.shadowMapEnabled = true;
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315 |
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316 | //
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317 |
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318 | stats = new Stats();
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319 | stats.domElement.style.position = 'absolute';
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320 | stats.domElement.style.top = '0px';
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321 | container.appendChild( stats.domElement );
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322 |
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323 | stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
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324 | stats.domElement.children[ 0 ].style.background = "transparent";
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325 | stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
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326 |
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327 | //
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328 |
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329 | window.addEventListener( 'resize', onWindowResize, false );
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330 |
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331 | sphere.visible = !true
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332 |
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333 | }
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334 |
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335 | //
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336 |
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337 | function createFlag() {
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338 |
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339 | // create materials
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340 | materials = [
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341 | new THREE.MeshPhongMaterial( { alphaTest: 0.5, ambient: 0xffffff, color: 0xffffff, specular: 0x030303, emissive: 0x111111, shininess: 20, perPixel: true, metal: false, map: clothTextures[flagSelector], side: THREE.DoubleSide } ),
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342 | new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true, transparent: true, opacity: 0.9 } )
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343 | ];
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344 |
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345 |
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346 |
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347 | if(initial){
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348 |
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349 | // cloth geometry
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350 |
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351 | clothGeometry = new THREE.ParametricGeometry( clothFunction, cloth.w, cloth.h, true );
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352 | clothGeometry.dynamic = true;
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353 | clothGeometry.computeFaceNormals();
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354 |
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355 | uniforms = { texture: { type: "t", value: 0, texture: clothTextures[0] } };
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356 | vertexShader = document.getElementById( 'vertexShaderDepth' ).textContent;
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357 | fragmentShader = document.getElementById( 'fragmentShaderDepth' ).textContent;
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358 |
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359 | // cloth mesh
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360 | object = new THREE.Mesh( clothGeometry, materials[ 0 ] );
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361 | object.position.set( 0, 0, 0 );
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362 | object.castShadow = true;
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363 | object.receiveShadow = true;
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364 | scene.add( object );
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365 | initial = false;
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366 | object.customDepthMaterial = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader } );
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367 |
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368 | }else{
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369 | setPinning(false);
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370 | flagRelease = setInterval(function () {switchFlag()}, 2000);
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371 | }
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372 |
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373 | }
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374 |
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375 | //
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376 |
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377 | function switchFlag() {
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378 |
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379 | scene.remove( object );
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380 | setPinning(true);
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381 | object = new THREE.Mesh( clothGeometry, materials[ 0 ] );
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382 |
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383 | object.position.set( 0, 0, 0 );
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384 | object.castShadow = true;
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385 | object.receiveShadow = true;
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386 | scene.add( object );
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387 | object.customDepthMaterial = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader } );
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388 |
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389 | // stop the timer for calling this method
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390 | clearInterval(flagRelease);
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391 | }
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392 |
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393 | //
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394 |
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395 | function onWindowResize() {
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396 |
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397 | camera.aspect = window.innerWidth / window.innerHeight;
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398 | camera.updateProjectionMatrix();
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399 |
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400 | renderer.setSize( window.innerWidth, window.innerHeight );
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401 |
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402 | }
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403 |
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404 | //
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405 |
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406 | function animate() {
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407 |
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408 | requestAnimationFrame( animate );
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409 |
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410 | var time = Date.now();
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411 |
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412 | windStrength = Math.cos( time / 7000 ) * 100 + 200;
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413 | windForce.set( 1000,500,Math.sin( time / 1000 ) ).normalize().multiplyScalar( windStrength );
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414 | arrow.setLength( windStrength );
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415 | arrow.setDirection( windForce );
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416 |
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417 | // add some rotation to the system
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418 | particleSystem.rotation.y += 0.01;
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419 |
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420 | var pCount = particleCount;
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421 | while(pCount > 0) {
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422 |
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423 | // get the particle
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424 | particle = particles.vertices[pCount-1];
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425 |
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426 | // check if we need to reset
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427 | if(particle.y < -200) {
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428 | particle.y = 200;
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429 | //particle.velocity.y = 0;
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430 | }
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431 | particle.velocity.y = -0.001;
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432 | particle.setY(
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433 | particle.y + particle.velocity);
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434 | pCount--;
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435 | }
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436 |
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437 | // flag to the particle system that we've
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438 | // changed its vertices. This is the
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439 | // dirty little secret.
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440 | particleSystem.geometry.__dirtyVertices = true;
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441 | simulate(time);
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442 | render();
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443 | stats.update();
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444 |
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445 | }
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446 |
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447 | function render() {
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448 |
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449 |
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450 | var timer = Date.now() * 0.0002;
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451 |
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452 | var p = cloth.particles;
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453 | keyboard.update();
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454 | if( keyboard.down("A")) {
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455 | flagSelector--;
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456 | if(flagSelector < 0) flagSelector = flags.length-1;
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457 | createFlag();
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458 |
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459 | }else if(keyboard.down("D")) {
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460 | flagSelector++;
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461 | if(flagSelector >= flags.length) flagSelector = 0;
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462 | createFlag();
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463 | }
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464 |
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465 |
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466 | for ( var i = 0, il = p.length; i < il; i ++ ) {
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467 |
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468 | clothGeometry.vertices[ i ].copy( p[ i ].position );
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469 |
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470 | }
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471 |
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472 | clothGeometry.computeFaceNormals();
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473 | clothGeometry.computeVertexNormals();
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474 |
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475 | clothGeometry.normalsNeedUpdate = true;
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476 | clothGeometry.verticesNeedUpdate = true;
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477 |
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478 | sphere.position.copy( ballPosition );
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479 |
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480 | if ( rotate ) {
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481 |
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482 | camera.position.x = Math.cos( timer ) * 1500;
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483 | camera.position.z = Math.sin( timer ) * 1500;
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484 |
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485 | }
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486 |
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487 | camera.lookAt( new THREE.Vector3(scene.position.x+150, scene.position.y+100, scene.position.z) );
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488 |
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489 | renderer.render( scene, camera );
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490 |
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491 | }
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492 |
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493 | </script><div><canvas width="1366" height="600"></canvas><!--<div style="cursor: pointer; width: 80px; opacity: 0.9; z-index: 10001; position: absolute; top: 0px;"><div style="padding: 2px 0px 3px; background: transparent;"><div style="font-family: Helvetica, Arial, sans-serif; text-align: left; font-size: 9px; color: rgb(170, 170, 170); margin: 0px 0px 1px 3px;"><span style="font-weight:bold">55 FPS</span> (0-60)</div><canvas width="74" height="30" style="display: none; margin-left: 3px;"></canvas></div><div style="padding: 2px 0px 3px; display: none; background-color: rgb(8, 24, 8);"><div style="font-family: Helvetica, Arial, sans-serif; text-align: left; font-size: 9px; color: rgb(0, 255, 0); margin: 0px 0px 1px 3px;"><span style="font-weight:bold">16 MS</span> (1-607201)</div><canvas width="74" height="30" style="display: block; margin-left: 3px;"></canvas></div><div style="padding: 2px 0px 3px; display: none; background-color: rgb(24, 8, 13);"><div style="font-family: Helvetica, Arial, sans-serif; text-align: left; font-size: 9px; color: rgb(255, 0, 128); margin: 0px 0px 1px 3px;"><span style="font-weight:bold">10 MEM</span> (10-10)</div><canvas width="74" height="30" style="display: block; margin-left: 3px;"></canvas></div></div></div><div><canvas height="932" width="1920"></canvas><div style="cursor: pointer; width: 80px; opacity: 0.9; z-index: 10001; position: absolute; top: 0px;"><div style="background: none repeat scroll 0% 0% transparent; padding: 2px 0px 3px;"><div style="font-family: Helvetica,Arial,sans-serif; text-align: left; font-size: 9px; color: rgb(170, 170, 170); margin: 0px 0px 1px 3px;"><span style="font-weight:bold">60 FPS</span> (30-69)</div><canvas style="display: none; margin-left: 3px;" height="30" width="74"></canvas></div><div style="background-color: rgb(8, 24, 8); padding: 2px 0px 3px; display: none;"><div style="font-family: Helvetica,Arial,sans-serif; text-align: left; font-size: 9px; color: rgb(0, 255, 0); margin: 0px 0px 1px 3px;"><span style="font-weight:bold">10 MS</span> (5-504)</div><canvas style="display: block; margin-left: 3px;" height="30" width="74"></canvas></div><div style="background-color: rgb(24, 8, 13); padding: 2px 0px 3px; display: none;"><div style="font-family: Helvetica,Arial,sans-serif; text-align: left; font-size: 9px; color: rgb(255, 0, 128); margin: 0px 0px 1px 3px;"><span style="font-weight:bold">MEM</span></div><canvas style="display: block; margin-left: 3px;" height="30" width="74"></canvas></div></div>--></div>
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494 |
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495 | </body></html> |
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