- 10 1月, 2011 1 次提交
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由 oosmoxiecode 提交于
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- 04 1月, 2011 5 次提交
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
As expected, performance of one-to-one conversion from CanvasRenderer was horrible, so I had to change a bit how lines are handled. Line object now has "type" property: - default type is "THREE.LineContinuous" which should behave as before: geometry represents one continuous line (v0 ... vn) - new option is "THREE.LinePieces" which tells renderer that geometry represents collection of individual line segments (v0,v1) ... (vn-1, vn) (one Line object corresponds to one VBO) (same limitations as with meshes - once VBO is baked, no changes are possible except object transforms - scale / rotation / position)
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由 Mr.doob 提交于
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由 alteredq 提交于
Trick was to first initialize triangles / quads with UVs, so that indices match.
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- 03 1月, 2011 2 次提交
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由 alteredq 提交于
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由 alteredq 提交于
loader.loadAscii and loader.loadBinary now take just one parameter with following properties: - model (required) - callback (required) - texture_path (optional: if not specified, textures will be assumed to be in the same folder as JS model file) - bin_path (optional: if not specified, binary file will be assumed to be in the same folder as JS model file) Example use: loader.loadBinary( { model: "model.js", bin_path: "path/bin", texture_path: "path/img", callback: function( geometry ) { createScene( geometry ) } } );
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- 01 1月, 2011 1 次提交
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由 Mr.doob 提交于
Updated README.
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- 31 12月, 2010 4 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 alteredq 提交于
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由 alteredq 提交于
Code is still rough around edges (it can be made nicer), though it should already produce one-to-one results with ubershader. Side-effect is that scene is no longer required as WebGLRenderer constructor parameter. Shader programs are now constructed upon first frame render and only then scene lights are examined.
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- 30 12月, 2010 7 次提交
- 29 12月, 2010 4 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 alteredq 提交于
None of the demos seem to be slower, some are noticeably faster (especially terrain). I suspect biggest performance gain comes from conditional include of environment mapping: if it's not used, it doesn't go into shader at all.
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由 alteredq 提交于
Refactored uniforms cloning into separate file so that it can be reused also for MeshShaderMaterials. Also changed MeshShaderMaterial demos to show how to use cloning. For these particular demos uniforms cloning is not really necessary as they use only one instance of shader material, but for example, if there were two normal mapped models in one scene, each model would need separate material with own uniforms.
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- 28 12月, 2010 3 次提交
- 27 12月, 2010 10 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Re-tweaked normalmap2 demo.
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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 Mr.doob 提交于
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由 alteredq 提交于
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由 Mr.doob 提交于
Tweaked normalmap2 demo parameters.
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由 Mr.doob 提交于
Updated normalmap2 demo inverting the X/Y components.
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由 alteredq 提交于
Normal-mapped ninja now looks slightly different from Phong ninja, but Lee looks less artificial ;)
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由 alteredq 提交于
This is necessary for having multiple materials using the same shaders with different parameters.
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- 26 12月, 2010 3 次提交
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由 alteredq 提交于
For the moment, only one type of fog is baked into shader, depending on scene.fog initial value. If use case arise for dynamic fog type switching, this could be changed, though than both fogs would need to be computed all the time :S.
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由 alteredq 提交于
Diffuse map and ambient occlusion maps are now optional in normal map shader. By default, both are disabled, so they need to be enabled explicitly like this: uniforms[ "enableAO" ].value = true; uniforms[ "enableDiffuse" ].value = true;
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由 Mr.doob 提交于
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