document.write("<canvas onmousedown=\"click=true\" style=\"background:#000;position:absolute;top:0;left:0;\" id=\"c\" width=\""+window.innerWidth+"\" height=\""+window.innerHeight+"\"><a>Your browser not compatible with this page.<br /><br />Compatible browsers include: Safari, Chrome, Firefox and Opera.</a></canvas>");
var c=document.getElementById("c");//the canvas object
document.body.style.margin="0px";
document.body.style.padding="0px";//right to the edges
document.body.style.overflow="hidden";//no scrollbars


var width;
var height;
var draw;
var mx=400;//mouse x and mouse y
var my=300;
var ctx;
window.onresize=function()
{
    //when the window resizes, the canvas resizes. This can't be done with css 100%, since I think that will scale the rendered image.
    c.width=window.innerWidth;
    c.height=window.innerHeight;
    width=c.width;
    height=c.height;wchanged=true;
    if(draw){draw();}
}

window.onresize();//make sure it begins at the right size
if(c.getContext) {ctx=c.getContext("2d");}
else
{

if(G_vmlCanvasManager)
{
G_vmlCanvasManager.initElement(c);
if(c.getContext) {ctx=c.getContext("2d");}


}

}