- 09 12月, 2010 1 次提交
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由 alteredq 提交于
A lot of things going on in this commit: - added tangents computation for geometries - mesh must have UV coordinates - to be called explicitly once geometry is loaded like this: geometry.computeTangents() - tangents are stored in Vertex objects - quads are not solved properly (though workaround hack seems to work at least somehow, as far as each vertex appears at least somewhere) - extended VBOs in WebGLRenderer to include tangent streams (when available) - added "normal" shader to ShaderUtils (to be used with MeshShaderMaterial) - Blinn-Phong with one directional and one point light (7 varyings gone, just one spare) - normal maps are in tangent space - displacement maps use simple luminance value (could be changed if better precision is needed) - displacement mapping uses vertex texture fetch - this requires GPU with Shader Model 3.0 - not currently supported in ANGLE - for this, added "supportsVertexTextures" method to WebGLRenderer API, so that application can handle this
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- 08 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 04 12月, 2010 1 次提交
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由 Mr.doob 提交于
Maybe `Geometry::computeNormals` should be renamed to `Geometry::computeFaceNormals`?
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- 03 12月, 2010 3 次提交
- 02 12月, 2010 1 次提交
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由 alteredq 提交于
The most tangible practical effect is that demos with multiple Lucys / Walts are now initialized much faster ;). Reuse is achieved mostly by moving mesh chunks / VBOs (formerly called materialFaceGroups) from Mesh into Geometry. This means sorting of geometry by face materials + breaking large geometries into chunks now has to be done after construction of geometry. It becomes a step in the usual sequence: geometry.computeNormals(); geometry.computeCentroids(); geometry.sortFacesByMaterial(); If geometry is constructed programmatically (e.g. with GeometryUtils.merge), this has to be called afterwards. Also of note: single geometry cannot be reused both for flat and smooth shading, as only one stream of normals is baked into VBO.
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- 27 11月, 2010 1 次提交
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由 Mr.doob 提交于
CanvasRenderer/SVGRenderer: RenderableFace4 is now gone. Unfortunately it created more problems than it solved. CanvasRenderer now with ShadingSmooth, or something along the lines...
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- 30 10月, 2010 1 次提交
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由 Mr.doob 提交于
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- 29 10月, 2010 1 次提交
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由 Mr.doob 提交于
* Minor fixes (Geometry normal calculation) * Isolated Matrix3 code into `Matrix3.js` * README and TODO updated
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- 27 10月, 2010 1 次提交
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由 Mr.doob 提交于
* MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode, which is THREE.MeshBitmapMaterialMode.UVMAPPING by default. * Removed MeshFaceColorFillMaterial and MeshFaceColorStrokeMaterial * Added MeshFaceMaterial ( it uses the face.material for that pass ) * CanvasRenderer and SVGRenderer per face material logic changed. * SVGRenderer supports particles again. * WebGLRenderer currently broken :/ * Code clean up
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- 18 10月, 2010 1 次提交
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由 unknown 提交于
Added OBJ converter test example. Modified Three.js to handle converted models: - extended WebGL renderer to use texturing - broke down model into multiple VBOs according to materials - textures are lazy created when images get loaded (converter takes care of resizing images to nearest power of 2 dimensions using 2d canvas) - changed material array semantics in Mesh object - before: multiple materials were applied to all faces (broken in WebGL, needs multitexturing shader) - now: there is only single material per face, but one mesh can have faces with different materials - added per vertex normals (to get smooth shading in WebGL)
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- 06 10月, 2010 1 次提交
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由 Mr.doob 提交于
* `CanvasRenderer` and `SVGRenderer` basic lighting support (`*ColorStroke`/`*ColorFill` only) * `Renderer` > `Projector`. `CanvasRenderer`, `SVGRenderer` and `DOMRenderer` do not extend anymore * Interactivity base code (hdi folder). To be refactored... ([mindlapse](http://github.com/mindlapse)) * Added `computeCentroids` method to `Geometry` * Included `Stats.js` directly in the `/examples` folder to avoid the need of internet for playing around
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- 21 9月, 2010 1 次提交
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由 Mr.doob 提交于
- Minor tweaks
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- 09 9月, 2010 1 次提交
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由 Nicolas Garcia Belmonte 提交于
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- 17 7月, 2010 1 次提交
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由 Mr.doob 提交于
* `Face4` now supports `MeshBitmapUVMappingMaterial` * Changed order of `*StrokeMaterial` parameters. Now it's `color`, `opacity`, `lineWidth`. * `BitmapUVMappingMaterial` > `MeshBitmapUVMappingMaterial` * `ColorFillMaterial` > `MeshColorFillMaterial` * `ColorStrokeMaterial` > `MeshColorStrokeMaterial` * `FaceColorFillMaterial` > `MeshFaceColorFillMaterial` * `FaceColorStrokeMaterial` > `MeshFaceColorStrokeMaterial` * `ColorStrokeMaterial` > `LineColorMaterial` * `Rectangle.instersects` returned false with rectangles with 0px witdh or height
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- 04 7月, 2010 1 次提交
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由 Mr.doob 提交于
- Enabled Scene.removeObject - Removed computeNormals() from Geometry
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- 23 6月, 2010 1 次提交
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由 Mr.doob 提交于
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- 20 6月, 2010 1 次提交
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由 Mr.doob 提交于
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- 07 6月, 2010 1 次提交
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由 Mr.doob 提交于
- CanvasRenderer supports TextureUVMappingMaterial. - Moved UVs to Geometry. - Minor clean up
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- 06 6月, 2010 1 次提交
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由 Mr.doob 提交于
+ Workaround for WebKit not supporting rgba() in SVG yet + Aesthetic changes on the readme file
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- 17 5月, 2010 1 次提交
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由 Mr.doob 提交于
Vector3.cross -> crossSelf added Vector3.multiplySelf and others (kile)
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- 16 5月, 2010 2 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Added THREE namespace Camera.x -> Camera.position.x Camera.target.x -> Camera.target.position.x ColorMaterial -> ColorFillMaterial FaceColorMaterial -> FaceColorFillMaterial Materials are now multipass (use array) Added ColorStrokeMaterial and FaceColorStrokeMaterial geometry.faces.a are now indexes instead of links
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- 24 4月, 2010 1 次提交
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由 Mr.doob 提交于
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