- 09 4月, 2011 12 次提交
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由 Mr.doob 提交于
Improved WebGLRenderer reflection/refraction/fresnel examples. Now that the renderer is faster we can aswell move 'em ;)
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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 Mr.doob 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
In most cases RGB format is enough (RGBA is needed for example for lens flares to work ok with postprocessing).
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由 alteredq 提交于
It should be safe just to set material color object references, no more updating of color string in every frame for every material color.
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由 alteredq 提交于
Problem were attributes which were enabled for sprites and lens flares, but then not used. I just delayed enabling till they are not rendered for the first time. There is probably some cleaner way how to do this.
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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
Added remembering of Blender exporter settings between sessions. Also fixed Blender exporter crashing on scenes without world. Settings are remembered in JSON file "threejs_settings_export.js" stored in Blender's temp folder. It should survive restart of Blender.
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- 08 4月, 2011 11 次提交
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由 Mikael Emtinger 提交于
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由 Mr.doob 提交于
Stencil and Sprite examples now using RequestAnimationFrame.
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由 Mikael Emtinger 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
Added handling of mesh colliders to scene loader. Changed Blender scene exporter to make mesh colliders invisible.
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由 alteredq 提交于
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由 alteredq 提交于
This makes lens flares work with postprocessing. Had to change lines color example to use clearAlpha = 1 to get back bloom.
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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 Mikael Emtinger 提交于
Removed pink square method from lens flares in opengl (no partial screen occlusion)
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- 07 4月, 2011 5 次提交
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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
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由 alteredq 提交于
Problem was having too many concurrent workers opened at once. Garbage collection apparently works very slowly on workers. Solution was to close them manually, after model data is sent to main thread. Also some progress with Blender scene exporter. Some scenes now export correctly, though monkey test scene got worse, even with less hacky code.
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由 Mr.doob 提交于
- Fixed TorusKnot face orientation. - Added UVs to Cylinder (Cylindrical Mapping) - Fixed Lathe UVs There is something wrong with texture mapping, u needs to be inverted all the time. Something to researching on.
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- 06 4月, 2011 9 次提交
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由 Mikael Emtinger 提交于
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由 alteredq 提交于
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由 Mikael Emtinger 提交于
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由 alteredq 提交于
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由 Mikael Emtinger 提交于
Rewrote lens flares to not use readPixels. There are different solutions based on availablity of vertex textures. If available, occlusion calculation is more exact and handles partial occlusion on screen edges. If not available, occlusion calculation is less exact (because it's made on each fragment so it has to be fast) and partial occlusion by screen edge is not possible (same reason). It's not possible for the lens flare to update on visibility any more, only its screen position. Potentially, we could add offset+factor for opacity/scale/rotation that is dependent on visibility in shader. Or just custom shaders. Anyway, it's way faster than readPixels :)
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由 alteredq 提交于
Mainly trying to avoid creation of new object per frame and also some variable names clarifications and whitespace cleanups. Not finished yet.
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由 alteredq 提交于
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- 05 4月, 2011 3 次提交