<!doctype html>
<html>
  <head>
    <script>
// Test that texImage2D on an animated image doesn't assert.

var gl;

function start() {
  canvas = document.getElementById("glcanvas");
  gl = null;

  try {
    gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
  }
  catch(e) {
  }

  if (!gl) {
    return;
  }

  var texture = gl.createTexture();
  var image = new Image();
  image.onload = function() { handleTextureLoaded(image, texture); }
  image.src = "1249576-1.png"; // an animated png
}

function handleTextureLoaded(image, texture) {
  gl.bindTexture(gl.TEXTURE_2D, texture);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
  gl.generateMipmap(gl.TEXTURE_2D);
  gl.bindTexture(gl.TEXTURE_2D, null);
}
    </script>
  </head>

  <body onload="start()">
    <canvas id="glcanvas" width="640" height="480">
      Your browser doesn't appear to support the <code>&lt;canvas&gt;</code> element.
    </canvas>
  </body>
</html>