- 01 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 14 8月, 2011 1 次提交
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由 Mr.doob 提交于
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- 03 8月, 2011 2 次提交
- 27 7月, 2011 1 次提交
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由 pushmatrix 提交于
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- 29 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 05 4月, 2011 2 次提交
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由 alteredq 提交于
If you want to get edges, run converter like with "-e" flag: python convert_obj_three.py -i model.obj -o model.js -e Output seems to match Blender exporter.
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由 alteredq 提交于
There is a new class Edge which stores vertices and faces for edge (I wasn't sure if indices or references would be better, so at least for the moment it contains both). Geometry now contains a list of such edges, created in JSONLoader, based on edge data exported from Blender. From Blender we get a list of vertex index pairs, from which in Geometry.computeEdgeFaces() we compute faces which share this particular edge and store them in the Edge object. Not sure if edges work properly till we don't have something using them. For now I just checked cube data exported from Blender and it seems fine. Also did some whitespace cleanup here and there.
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- 04 4月, 2011 2 次提交
- 23 3月, 2011 1 次提交
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由 Mr.doob 提交于
Unfortunately C4D exporter is outdated and we don't use that. Removing it for now... Hopefully someone will re-port the Blender exporter again.
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- 22 3月, 2011 1 次提交
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由 alteredq 提交于
Also updated docstring for OBJ converter. All WebGL examples should now work.
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- 21 3月, 2011 2 次提交
- 20 3月, 2011 1 次提交
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由 alteredq 提交于
Work in progress, not expected to work yet. (among other things, we don't deal yet with new vertex colors for particles/line/ribbons, for the moment they just use geometry.colors as before, also we need to specify which type of uvs to use somewhere, analogous to which type of vertex colors to use)
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- 11 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 10 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 07 3月, 2011 1 次提交
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由 alteredq 提交于
Thanks to empaempa for spotting this ;)
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- 06 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 03 3月, 2011 1 次提交
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由 Mr.doob 提交于
Minor tweaks.
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- 02 3月, 2011 1 次提交
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由 Mr.doob 提交于
WebGLRenderer: renamed geometryChunks to geometryGroups :P
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- 28 2月, 2011 1 次提交
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由 Mr.doob 提交于
I don't remember when was the last time I used them. Current Web Developer Tools do this already for you. Color::updateRGBA ⟶ Color::updateRGB
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- 26 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 18 2月, 2011 1 次提交
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由 alteredq 提交于
- getters/setters are no more in Vector3 - object hierarchies thus don't use "isDirty" - this was completely killing performance for anything that was touching a lot of Vector3 like creation of meshes and dynamic buffers - even without this, performance of hierarchies went up (a lot) - objects do not get passed renderer anymore - camera was almost also removed, but this is useful for LOD (though there may be some cleaner way to do this?) - material ids are now unified, this makes "geometry.sortFacesByMaterial" faster (thus scene init / GUI blocking is shorter) - all WebGL examples should work now (render-to-texture has weird lights and in some camera control feels different) - CanvasRender still broken, despite many efforts :( - currently only points and lines work, faces don't show up. I think this may need assistance from mrdoob.
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- 17 2月, 2011 2 次提交
- 04 2月, 2011 1 次提交
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由 alteredq 提交于
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- 29 1月, 2011 1 次提交
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由 alteredq 提交于
Work in progress ...
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- 12 1月, 2011 1 次提交
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由 alteredq 提交于
If you want to refresh VBOs (and thus have geometry changes reflected in renderer), you need to set dirty flags on geometry object. There are separate flags for different buffers (as not always all buffers need to be updated and oh my is updating costly): mesh.geometry.__dirtyVertices = true; mesh.geometry.__dirtyNormals = true; mesh.geometry.__dirtyUvs = true; mesh.geometry.__dirtyTangents = true; mesh.geometry.__dirtyElements = true; That was quite tough feature, a lot of refactoring, yet performance is still quite bad :( The biggest remaining bottleneck seems to be translation between Three.js internal data formats and buffers. I removed as much per-frame arrays creation as I could, but even just iterating through existing data and setting of values is still very costly. Also per-frame normals computation is expensive.
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- 30 12月, 2010 1 次提交
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由 Szymon Nowak 提交于
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- 27 12月, 2010 2 次提交
- 25 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 20 12月, 2010 1 次提交
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由 Mr.doob 提交于
Added `boundingBox`, `boundingSphere` and `computeBoundingSphere` to Geometry.
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- 15 12月, 2010 1 次提交
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由 Mr.doob 提交于
Added a check in `Scene` to make sure the avoid duplicate objects. WebGLRenderer2: In the process of handling > 65535
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- 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 2 次提交