- 10 3月, 2011 3 次提交
- 09 3月, 2011 8 次提交
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由 alteredq 提交于
These are stored in "material.map.sourceFile".
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由 alteredq 提交于
Also for the moment reverted autoupdate of canvas based textures. This breaks things and proper fix seems to require more efforts :(
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由 alteredq 提交于
That's about maximum size of point primitives ANGLE can handle, at least on my ATI card :( It seems this max size can be GPU specific: http://www.pouet.net/topic.php?which=6092&page=1
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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
Particle size attenuation still need some work to fix differences between ANGLE and OpenGL.
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由 Mr.doob 提交于
Texture sets needsUpdate to true for <canvas> elements by default (webgl_objconvert_test.html seems to be randomly affected by this).
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由 alteredq 提交于
Also updated GUI-DAT (didn't help with recent Chrome compositing bugs, though this is Chrome Windows issue), added FileAPI to Detector and fixed aspect ratio bug in WebGLRenderer.
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- 08 3月, 2011 5 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
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由 Mikael Emtinger 提交于
Updated so all times now are in MS instead of seconds. Note that all animations need to be re-exported with an exporter that supports this.
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- 07 3月, 2011 12 次提交
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由 alteredq 提交于
Thanks to empaempa for spotting this ;)
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
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由 alteredq 提交于
Made face flipping heuristics optional, it messes up scenes that are ok. For scenes that after exporting have objects with flipped normals, original assets can be fixed in Max in a following way: 1. find out problematic objects in Max 1. select all objects 2. set View -> xView to show "Face Orientation" 3. select all object that are fully/mostly green 4. in Utilities apply Reset XForm to selected objects (this will show messed normals also in Max, otherwise they are hidden) 2. fix problematic objects 1. apply Normals => flipNormals modifier to selected object
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由 alteredq 提交于
If no object is passed to initMaterials (for example, if material is pre-built while loading, or shader program is intended for sharing), max limit of 50 bones is used (should be enough to leave space for other uniforms not to hit ANGLE limits).
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由 alteredq 提交于
Unfortunately with larger scenes with many different types of objects face flipping heuristics doesn't work all the time :(
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由 alteredq 提交于
Hope so. At least now hacked face normals correspond to face normals computed from scratch in Geometry. (If only max didn't have zillion ways how to achieve the same visual results :/. I tracked this flipped normals/faces business down to XForm modifier - it doesn't get collapsed properly when making TriMesh / Editable_mesh snapshots. At least Editable_mesh snapshot differs in way that is exploitable for workaround hack.)
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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
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由 alteredq 提交于
Clearing API for rendering to RenderTarget is now flipped: before forced clearing of render target was default, now no clearing is default. New way of doing things saves one extra duplicitous clear call when switching render targets (like when doing postprocessing). (doing documentation is indeed turning out to be useful)
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由 alteredq 提交于
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- 06 3月, 2011 9 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Added some examples to README.
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由 Mr.doob 提交于
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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 alteredq 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 alteredq 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 3 次提交