1. 01 9月, 2011 1 次提交
  2. 14 8月, 2011 1 次提交
  3. 03 8月, 2011 2 次提交
  4. 27 7月, 2011 1 次提交
  5. 29 5月, 2011 1 次提交
  6. 05 4月, 2011 2 次提交
    • A
      Added edges computation to OBJ converter. · f7e3a80d
      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.
      f7e3a80d
    • A
      Added edges to Blender exporter, JSONLoader and Geometry. · 7915999b
      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.
      7915999b
  7. 04 4月, 2011 2 次提交
  8. 23 3月, 2011 1 次提交
  9. 22 3月, 2011 1 次提交
  10. 21 3月, 2011 2 次提交
  11. 20 3月, 2011 1 次提交
    • A
      Refactored core and renderer to use new model format. · 9ab427b7
      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)
      9ab427b7
  12. 11 3月, 2011 1 次提交
  13. 10 3月, 2011 1 次提交
  14. 07 3月, 2011 1 次提交
  15. 06 3月, 2011 1 次提交
  16. 03 3月, 2011 1 次提交
  17. 02 3月, 2011 1 次提交
  18. 28 2月, 2011 1 次提交
  19. 26 2月, 2011 1 次提交
  20. 18 2月, 2011 1 次提交
    • A
      A lot of bugfixing and refactoring. · 2ecbe2de
      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.
      2ecbe2de
  21. 17 2月, 2011 2 次提交
  22. 04 2月, 2011 1 次提交
  23. 29 1月, 2011 1 次提交
  24. 12 1月, 2011 1 次提交
    • A
      Added basic support for dynamic geometry in WebGLRenderer (with silly ocean example). · fe6008b6
      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.
      fe6008b6
  25. 30 12月, 2010 1 次提交
  26. 27 12月, 2010 2 次提交
  27. 25 12月, 2010 1 次提交
  28. 20 12月, 2010 1 次提交
  29. 15 12月, 2010 1 次提交
  30. 09 12月, 2010 1 次提交
    • A
      Added normal + ambient occlusion + displacement mapping demo. · ac5276b4
      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
      ac5276b4
  31. 08 12月, 2010 1 次提交
  32. 04 12月, 2010 1 次提交
  33. 03 12月, 2010 2 次提交