- 22 2月, 2011 4 次提交
- 21 2月, 2011 5 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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由 alteredq 提交于
Separate commit to have a clean slate for a different changes I want to try in meanwhile.
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由 alteredq 提交于
Interestingly, sometimes it seems to go nuts when there are more renderers active at the same time. With uqbiquity, it works ok when using "container" div as element parameter, with large geometry example this doesn't work (calls to loop happen rarely).
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由 alteredq 提交于
Not fully tested (need to update bookmarks yet again), but random sample of examples seem to work ;).
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由 alteredq 提交于
No harm seems to be done, just gained ReverseSubtractiveBlending and fixed Detector ;).
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- 20 2月, 2011 11 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
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Renamed examples.
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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
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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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由 alteredq 提交于
Still with weird error reports in Firefox (though it work despites them).
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由 alteredq 提交于
This is lifted from greggman's ThreeD http://code.google.com/p/threedlibrary/ Also modified ribbons example to show how to use this.
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- 19 2月, 2011 2 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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由 alteredq 提交于
- removed unnecessary normal matrix computation in hierarchies (this is already done in renderer) - removed unnecessary enabling of attribute arrays in every frame (it's enough to do it when shader program is created) - depth test is now only set if it changed
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- 18 2月, 2011 2 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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由 Antonin Hildebrand 提交于
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- 17 2月, 2011 4 次提交
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由 alteredq 提交于
We have been very lucky - setters / getters were not supported till just 2 hours ago (so fresh, I had to build Closure myself from their repo ;). http://code.google.com/p/closure-compiler/issues/detail?id=249 Also some refactoring plus added hackish animation offset feature.
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由 alteredq 提交于
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由 alteredq 提交于
Just one hardcoded shader for the moment. Everything needs to get cleaned / bugfixed / optimized.
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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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- 16 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 15 2月, 2011 4 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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由 alteredq 提交于
Also fixed subtle bug in `materials_gl` example: face.material => face.materials (since renaming this example was just silently broken)
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由 alteredq 提交于
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由 alteredq 提交于
Also fixed quads vertex color bug in WebGLRenderer and did small optimization of face state handling.
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- 14 2月, 2011 6 次提交
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由 alteredq 提交于
On my notebook WebGLRenderer now 35% faster than WebGLRenderer2 (in OpenGL, in ANGLE it's still 15% slower, go figure).
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由 alteredq 提交于
Small optimizations: skipped flattening in 3x3 matrix inversion and uploading camera position uniform only for materials where it's used.
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由 alteredq 提交于
This should affect only use cases with lots of animated objects (unlike current performance tests where object matrices are not updated).
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由 alteredq 提交于
As for particles, performance should be the same just using less memory.
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由 alteredq 提交于
Refactored WebGLRenderer to be able to handle MeshShaderMaterial also for Lines and ParticleSystems. It is now object type that determines which type of primitives is going to be used (triangles / lines / line strips / points).
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由 alteredq 提交于
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- 13 2月, 2011 1 次提交
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由 alteredq 提交于
That was painful; hopefully since now it should be easier to have it in every WebGL example. It's enough to add one line (ideally as the first thing that gets executed): if ( ! THREE.Supports.webgl ) THREE.Supports.addGetWebGLMessage(); This will add message box with default styling centered near top of the window. Optional parameters "parent" and "id" can be specified for further customization and integration with the document, also message DOM element is returned for easier access. var messageElement = THREE.Supports.addGetWebGLMessage( { parent: container, id: "my_message" } ); By default, message is added to document.body and has id "oldie" (can be styled with CSS).
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