1. 25 3月, 2017 1 次提交
    • K
      #9756 WWOBJLoader2 V1.0.6 · fb79968d
      Kai Salmen 提交于
      Improvements since initial external V1.0.0 release:
      OBJLoader2:
      - Removed need for making Parser public. OBJLoader2 has a build function for web worker code.
      - MeshCreator is now private to OBJLoader2
      
      WWOBJLoader2:
      - Added checks for Blob and URL.createObjectURL
      - Worker code build: Removed need to adjust constructor and some new Object calls
      - Allow to properly set CORS to MTLLoader via WWOBJLoader2 and WWOBJLoader2Director
      - Now allows to enable/disable mesh streaming
      
      Example webgl_loader_obj
      - Added GridHelper
      - resources to load are now defined outside example classes
      
      Example webgl_loader_obj2_ww
      - Allow to clear all meshes in
      - Allows to load user OBJ/MTL files
      - Added GridHelper
      - resources to load are now defined outside example classes
      
      All Examples:
      - Created one page examples and tuned naming
      - All examples now use dat.gui
      - Removed namespace "THREE.examples"
      - Fixed comment typos
      - Fixed some code formatting issues
      - Fixed tabs in examples
      
      General:
      - Headers now carry references to development repository
      fb79968d
  2. 16 3月, 2017 1 次提交
  3. 14 3月, 2017 1 次提交
  4. 10 3月, 2017 2 次提交
  5. 05 2月, 2017 1 次提交
  6. 30 1月, 2017 1 次提交
  7. 15 12月, 2016 1 次提交
  8. 05 12月, 2016 1 次提交
  9. 01 12月, 2016 2 次提交
  10. 26 11月, 2016 1 次提交
  11. 20 11月, 2016 1 次提交
  12. 09 11月, 2016 1 次提交
    • S
      Abelnation RectAreaLight with ltc approximation (#10041) · 346f38c5
      Samuel Sylvester 提交于
      * sketch of spherical distributions with linearly transformed cosine
      
      * adding prelim example sketches for cosine dists
      
      * makeSkew method added
      
      * add polygon light sandbox example to repo for reference
      
      * formatting
      
      * notes files
      
      * adding skeleton files for area point light
      
      * debug directional light integrated into area light example page
      
      * initial AreaLightHelper functional in example
      
      * makeShape functions for Polygon and add as choices to example
      
      * annotating TODO's with name. partial work on AreaLight shader components
      
      * adding TODOs and placeholders for all places where AreaLight code needs to be added
      
      * fix typo
      
      * RectAreaLight shading works in preliminary fashion
      
      * updates to example
      
      * Preliminary RectAreaLight implementation (no shadows, no distance/decay)
      
      * Integrate RectAreaLight with MeshStandardMaterial
      
      * moving rectarealight brdf data to an example file.  rest of implementation left in place
      
      * TubeBufferGeometry: Removed invisible char (#9943)
      
      * Remove reference to THREE in IcosahedronGeometry.js (#9945)
      
      Fix broken references to THREE namespace in geometries.
      
      * Updated builds.
      
      * Updated package.json.
      
      * Resolved some issues from the first merge
      
      * Added demo from https://github.com/mrdoob/three.js/pull/9234
      Noticed that the code from @abelnation is not his latest...
      more merging to come!!!
      
      * Fixed issues from merge
      
      * Fixed issues from merge...
      webgl_lights_arealight improved
      RectAreaLightHelper update bugs fixed
      
      * Removing built js files that cause conflicts
      
      * Use FileLoader.setMimeType() from MMDLoader (#9990)
      
      * MMDPhysics improvement (#9989)
      
      * MMDPhysics improvement
      
      * Add property defined check
      
      * Shoe physic bodies in mmd example by default.
      
      * Updated builds.
      
      * Improved documentation for constants / Materials (#9993)
      
      * Improved documentation for Materials / Material (#9994)
      
      * Added defaults to docs / perspectiveCamera (#10007)
      
      * added constanst / animation (#10005)
      
      * Fixed error in <head> for Docs / AnimationAction, AnimationClip, and AnimationMixer (#10004)
      
      * Added default values for zoom, near and far properties of docs / orthographic camera (#10006)
      
      * Improved documentation for Constants / Textures (#10001)
      
      * Improved documentation for Materials / Material
      
      * Moved Texture Combine Operations to constanst / materials
      
      * updated Basic, Lambert and Phong .combine property to point to Material constant page
      
      * Improved documentation for constants / textures
      
      * Added Encoding constants to Textures constants page
      
      * Ccdik solver optimization (#10010)
      
      * Optimize CCDIKSolver
      
      * Remove lines I should have not commit
      
      * Remove lines I should have not committed
      
      * added missing toJSON method (#10020)
      
      * Added missing toJson method (#10019)
      
      * added missing toJSON method (#10018)
      
      * created documentation for VideoTexture (#10016)
      
      * Created doc for CanvasTexture (#10015)
      
      * Add CCDIKHelper (#9996)
      
      * Add CCDIKHelper
      
      * Clean up MMDPhysics.js
      
      * Fix typo
      
      * Update OBJLoader.html (#10009)
      
      Spelling correction.
      
      * Fix typo in comment (#10021)
      
      * Improved documentation for docs / Texture (#10012)
      
      * Improved documentation for docs / Texture
      
      * Removed duplicate needsUpate
      
      * Improved docs for Clock (#10008)
      
      * Created new document page Constants / Renderer (#10002)
      
      * Created constants / renderer
      
      * renamed Renderer.html to WebGLRenderer.html
      
      * Improved documentation for CompressedTexture (#10014)
      
      * AudioContext: Added getContext() and setContext().
      
      * Updated builds.
      
      * Simplified AudioContext.
      
      * Updated builds.
      
      * BufferAttribute.onUpload() clean up.
      
      * Renamed docs /constants / WebGLRenderer to Renderer (#10028)
      
      * fixes #10026 (#10027)
      
      * capture bufferAttribute.array properties at first upload (#9972)
      
      * save typed array info in attribute properties
      
      * use saved attribute properties
      
      * remove unused variable
      
      * Discard attribute typed arrays for buffered geometries that are not modified after initial rendering (#9512)
      
      * add setDiscardBuffer method to BufferGeometry
      
      * added discard support to BufferAttribute
      
      * add mechanism for discard of BufferAttribute TypedArrays
      
      * use more elegant method for creating dummy typed array.
      
      * fix typo
      
      * Update BufferGeometry.js
      
      fix brain fade
      
      * rework to use callbacks (phase 1)
      
      * rework part 2
      
      * remove build file
      
      * support setting onUploadCallback from Geometry
      
      * remove repeated calculation from renderer
      
      * remove now redundant getter
      
      * remove geoemtry interface
      
      * document discard mechanism.
      
      * merge fixes
      
      * restore return.this
      
      * drop unneeded call()
      
      * rename discard() method to disposeArray()
      
      * Improved documentation for WebGLRenderer (#10030)
      
      * added missing methods
      
      * Finished add methods
      
      * redid changed to WebGLRenderer.html
      
      * removed unused texture.sourceFile property (#10024)
      
      * glTFLoader: Removed hack. See #10024.
      
      * Updated builds.
      
      * add link to project wiki in README.md (#9987)
      
      * Added deprecated msg/fixed link (#10025)
      
      * Created documentation for DepthTexture (#10017)
      
      * Created documentation for DepthTexture
      
      * pulled upstream
      
      * added missing comma to docs/list.js
      
      * Deprecated UniformsUtils. See #8016.
      
      * Updated builds.
      
      * MeshBasicMaterial: Add support for lightMap (#9975)
      
      * Updated builds.
      346f38c5
  13. 29 10月, 2016 1 次提交
  14. 19 10月, 2016 1 次提交
  15. 15 10月, 2016 1 次提交
  16. 07 10月, 2016 2 次提交
  17. 27 9月, 2016 1 次提交
  18. 01 9月, 2016 1 次提交
  19. 29 8月, 2016 1 次提交
  20. 27 8月, 2016 1 次提交
  21. 12 8月, 2016 1 次提交
    • J
      New example: break objects by throwing balls (#9493) · f0b3de8a
      Juan Jose Luna Espinosa 提交于
      * New webgl_physics_brick demo. Cutting a convex by a plane works, but it must be refactored to work from Geometry, not from "segmentedobject"
      
      * webgl_physics_brick: Splitting a convex mesh with a plane works.
      
      * webgl_physics_brick: Preparing to refactor objects
      
      * webgl_physics_brick: Refactored objects to hang on the THREE.Object3d
      
      * webgl_physics_brick: Radial subdivision works. To do: non-radial one.
      
      * webgl_physics_brick: Non-radial subdivision works.
      
      * 'breaking things' example works.
      
      * added webgl_physics_convex_break to example index. Aded a pyramid.
      
      * webgl_physics_convex_break: Add friction
      
      * webgl_physics_convex_break: Add velocity and angular vel. from parent.
      
      * webgl_physics_convex_break: Change guideline comment.
      
      * webgl_physics_convex_break: Changed page title.
      f0b3de8a
  22. 27 7月, 2016 1 次提交
    • S
      Outline Pass Algorithm (#9407) · 37a0af9f
      spidersharma03 提交于
      1. Draw Non Selected objects in the depth buffer
      2. Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects. Write a mask here for visible and hidden edges.
      3. Downsample the Mask buffer to half
      4. Edge detect the half res buffer, with different colors to hidden and visible edges.
      5. Blur the edges of half res/quarter res buffer(quarter res is used for edge glow)
      6. Add the blurred edges on top of original scene using the full res mask buffer
      37a0af9f
  23. 21 7月, 2016 1 次提交
    • S
      Bloom Pass - Inspired from Unreal Engine (#9351) · 22a4c763
      spidersharma03 提交于
      * Bloom Pass Inspired from Unreal
      * Extract Bright Pass
      * Mip Map blur Pass
      * Combine Pass
      
      * resize function in Bloom
      
      resize function in Bloom
      
      * Bug Fixes and a few Changes
      
      * Resize bug fix
      * changed blur filter. Need to reinvestigate, the older blur sometime
      * Changed kernel size. was too big.
      22a4c763
  24. 25 6月, 2016 1 次提交
  25. 23 6月, 2016 1 次提交
    • I
      BVHLoader & example (#9188) · c87ca5d0
      Ivo Herzig 提交于
      * Adds a BVH Loader & example #5524
      
      * bVHLoader example fixed empty mesh errors.
      
      * BVHLoader: replaced internal quaternions with THREE.Quaternion
      
      * added BVHLoader example to example files
      
      * removed arrow function notation
      
      * BVHLoader example: replaced example animation.
      c87ca5d0
  26. 18 6月, 2016 2 次提交
  27. 17 6月, 2016 1 次提交
  28. 15 6月, 2016 1 次提交
  29. 04 6月, 2016 1 次提交
  30. 02 6月, 2016 1 次提交
  31. 01 6月, 2016 1 次提交
    • J
      GPUComputationRenderer and new GPU demos (#9043) · 5738e9ad
      Juan Jose Luna Espinosa 提交于
      * Water grid simulation w/ ShaderMaterial cloned from MeshPhongMaterial
      
      * Water shader works with texture heightmap
      
      * Added GPUComputationRenderer, I'm about to test it
      
      * GPUComputationRenderer works with water simulation
      
      * Interaction with mouse
      
      * Added water viscosity, simple geometry for mouse picking
      
      * Put pass thru shaders in GPUComputationRenderer. Some minor refactoring.
      
      * Code revisison, added comments and explanations. Inverted mouse Y coord.
      
      * Added GUI controls for some water parameters.
      
      * Commencing conversion of birds gpu demo to GPUComputationRenderer
      
      * Converted gpu birds demo to GPUComputationRenderer and fixed bugs in it.
      
      * Solved mouse bug.
      
      * Optimized smoothWater(), renamed some GPUComputationRenderer methods.
      
      * Substituted old bird gpu implementation. Preparing for new demo.
      
      * Removing old SimulationRenderer
      
      * GPU protoplanets demo started. Minor tweaks in the other demos
      
      * Starting to implement the particle demo
      
      * $th component of texture now is usable. It was the GPUComputationRenderer
      pass-through fragment shader.
      Next thing to do is use a texture that contains (vx, vy, vz, mass).
      
      * Particles already move. Next is gravity interaction.
      
      * Gravity interaction done. Next is particle collision and aggregation.
      
      * Particle collision works
      
      * Added gui
      
      * Some minor adjustments
      
      * Added the two new demos to the list of examples
      5738e9ad
  32. 20 5月, 2016 1 次提交
    • B
      add unbiased mode to the MSAA render pass. (#8930) · bb5600fd
      Ben Houston (Clara.io) 提交于
      * add unbiased mode to the MSAA render pass.
      
      * clearer code.
      
      * better comment.
      
      * cleanup code.  fix bug of using "camera", instead of "this.camera"
      
      * fix more places were "camera" is used instad of "this.camera" -- it worked because example declared "camera" as a global.
      
      * reduce light intensity.
      
      * add PerspectiveCamera.clearViewOffset() per @mrdoob's recommendation.
      bb5600fd
  33. 18 5月, 2016 1 次提交
  34. 15 5月, 2016 2 次提交
  35. 13 4月, 2016 1 次提交
    • B
      Add high quality rand() function to common.glsl and an example to show off the... · db765284
      Ben Houston (Clara.io) 提交于
      Add high quality rand() function to common.glsl and an example to show off the noise textures. (#8603)
      
      * create procedural glsl and an example to show off the noise textures.
      
      * add to files.js
      
      * adopt noise procedural in PMREMGenerator.
      
      * fix page title per @arose's suggestion.
      
      * more adoption of procedural.glsl
      
      * remove procedural.glsl, add a single line to common.glsl.  Update other files as needed.
      
      * cleanup shaders to use common.glsl
      
      * tabify.
      
      * avoid collapsing into a single function - @WestLangley recommendations
      
      * more adoption of tabs.
      
      * fix tabs.
      db765284