- 24 6月, 2011 1 次提交
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由 Andrew Wason 提交于
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- 19 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 02 6月, 2011 1 次提交
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由 alteredq 提交于
Having these "undefined" for non-mesh objects was causing unnecessary GL state setting when having scenes with mixed content (and coercing "undefined" to boolean turned out to be similarly costly as state setting).
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- 01 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 10 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Changed so objects added in sceneB in sceneA.addChild( sceneB ) actually propagates all the way up to sceneA, so they become rendered.
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- 15 4月, 2011 1 次提交
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由 Mr.doob 提交于
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- 14 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Added .name and .getChildByName( "objectName", doRecurse ) to Object3D. Added so scene-loader fills in .name property.
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- 11 4月, 2011 2 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map shader. Added WebGL Earth FlyCamera demo. Changed normal map shader to multiply specular component with diffuse weighting as specular highlights were appearing in the dark parts. Changed camera look speed in minecraft and terrain demos, they were too fast - I guess as everything got faster with antialiasing off. Reenabled antialiasing in few demos where it was too ugly without (basically anything with lines and without postprocessing). Fixed again spurious invisible characters in empaempa's code (which are breaking everything and are hard to hunt as they look like spaces).
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- 17 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 15 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 06 3月, 2011 3 次提交
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由 Mr.doob 提交于
Added translate( distance, axis ), translateX( distance ), translateY( distance ) and translateZ( distance ) methods to Object3D. Camera3D translate method overrides Object3D's one. NoFly parameter removed (this should be handled from outside I think).
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Object3D::lookAt works! (and Vector3.setRotationFromMatrix too!) Next: Object3D::translate...
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- 05 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 01 3月, 2011 3 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mikael Emtinger 提交于
Mergable: WebGLRenderer.js: changed so camera.matrixWorldInverse is used instead of camera.matrixWorld.
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- 28 2月, 2011 1 次提交
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由 Mikael Emtinger 提交于
- Changed so it sets an ordinary matrix. Also removed inversion of position, which broke A LOT of the examples. WebGLRenderer: - Using camera.matrixWorldInverse instead of camera.matrixWorld - Changed frustum check to camera.frustumContains( object ); - Moved cameraInverse * matrixWorld to vertex shader (needs testing!) (note: normals not fixed yet!) Object3D.addChild: - Recurses up through hierarchy until reaches scene and adds itself to scene.objects/sounds/lights Camera: - Changed inverseMatrix -> matrixWorldInverse
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- 26 2月, 2011 5 次提交
- 24 2月, 2011 1 次提交
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由 Mr.doob 提交于
Messing with Cube example (exploring rotations).
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- 23 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 2月, 2011 1 次提交
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由 alteredq 提交于
There don't seem to be any effects on performance (though I'm not sure this was actually used in any example/test code path - so far quaternions are used just for animation interpolation and even there they were always dirty, and also just updated during JIT baking). Also some more code cleanup - no need for Mesh to have own "update" as now it was exactly the same as its parent Object3D.
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- 20 2月, 2011 3 次提交
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由 Mr.doob 提交于
I need to look at this objectMatrix::extractRotationMatrix() thing. I don't think this works like that... isn't the scale applied to the rotation in the matrix?
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由 Mr.doob 提交于
Object3D::matrixNeedsToUpdate ⟶ Object3D::matrixNeedsUpdate
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由 Mr.doob 提交于
Figured out why Canvas/SVG wasn't rendering... someone changed camera.near/far to camera.zNear/zFar :P
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- 19 2月, 2011 1 次提交
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由 alteredq 提交于
It provides a lean way how to render TRIANGLE_STRIP primitives: needs just n+2 vertices for n triangles (one Ribbon = one strip). There are no faces, no indices, everything is rendered in one simple drawArray call. Vertex colors are supported, normals not yet.
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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 1 次提交
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由 alteredq 提交于
Otherwise things are very much work in progress, expect everything to be broken.
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- 15 2月, 2011 1 次提交
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由 alteredq 提交于
Work in progress. As with static objects, faster with OpenGL (34 -> 38 fps) and slower with ANGLE (30 -> 27 fps).
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- 26 1月, 2011 1 次提交
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由 Mr.doob 提交于
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- 18 1月, 2011 3 次提交
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由 astrodud 提交于
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由 Mr.doob 提交于
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由 astrodud 提交于
Optimized Object3D.updateMatrix to (1) cut down where possible on new Matrix4 allocation, (2) only compute rotation/scale matrices if needed (if no rotation, no need t compute); and (3) no longer require storage of translationMatrix or scaleMatrix (1 per object). Uses a single tmpMatrix instead.
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- 25 12月, 2010 1 次提交
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由 Mr.doob 提交于
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