- 07 4月, 2011 1 次提交
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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 5 次提交
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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 11 次提交
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由 alteredq 提交于
MarchingCubes.generateGeometry got forgotten when refactoring vertex normals.
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由 alteredq 提交于
Also some whitespace and titles cleanup.
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由 alteredq 提交于
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由 alteredq 提交于
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由 Bartek Drozdz 提交于
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由 alteredq 提交于
Terrain still needs to reexport Blender model in new JSON format.
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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
If you want to get edges, run converter like with "-e" flag: python convert_obj_three.py -i model.obj -o model.js -e Output seems to match Blender exporter.
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由 alteredq 提交于
There is a new class Edge which stores vertices and faces for edge (I wasn't sure if indices or references would be better, so at least for the moment it contains both). Geometry now contains a list of such edges, created in JSONLoader, based on edge data exported from Blender. From Blender we get a list of vertex index pairs, from which in Geometry.computeEdgeFaces() we compute faces which share this particular edge and store them in the Edge object. Not sure if edges work properly till we don't have something using them. For now I just checked cube data exported from Blender and it seems fine. Also did some whitespace cleanup here and there.
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由 Bartek Drozdz 提交于
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- 04 4月, 2011 14 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 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 Theo Armour 提交于
Added the same onDocumentMouseWheel() function and event handlers as in canvas_geometry_panorama_fisheye.html so that mousewheel zooming works on Firefox 4 and other browsers.
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由 alteredq 提交于
- OBJ converter now has "-b" option for baking materials' diffuse colors into face colors (if there are morph colormap OBJs/MTLs, first colormap will be used) (material will get "vertexColors" property set to "face") - Blender importer now bakes JSON face colors into Blender vertex colors - Loader now handles "material.vertexColors" with more options - nonexistant property or false will set material to THREE.NoColors - "face" will set material to THREE.FaceColors - anything else will get THREE.VertexColors - fixed bug in JSONLoader where face colors were not properly initialized
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由 alteredq 提交于
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由 Mikael Emtinger 提交于
Added .fog as parameter (to used for enabeling refreshing and setting of fog uniforms in MeshShaderMateiral)
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由 alteredq 提交于
To be used like this: python convert_obj_three.py -i model.obj -o model.js -m "morphA_*.obj morphB_*.obj" -c "modelA_colors.obj modelB_colors.obj" -s flat -a none
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由 Theo Armour 提交于
Added the same onDocumentMouseWheel() function and event handlers as in canvas_geometry_panorama_fisheye.html so that mousewheel zooming works on Firefox 4 and other browsers.
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
Added .boundTo in custom attributes. If not defined, it assumes that the custom attribute data has the length of vertices (boundTo="vertices"). If boundTo="faces", the custom attribute data has the length of faces.length. If boundTo="faceVertices" the cursom attribute data has the length of: numFace3*3 + numFace4*4. This can be used for setting face colors or vertex colors per face (faces that share vertex can have separate colors).
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- 03 4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
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由 alteredq 提交于
This is backwards compatible: for existing models that don't have scale nothing should change.
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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
- for shader reuse materials from the standard library are now identified just by shader name (MeshShaderMaterials still use full code) - unique shader id strings are constructed via array.join instead of string plus - uniform and attribute locations are now cached in buildProgram (biggest one) Also some smaller optimizations and cleanups in DOF example.
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由 alteredq 提交于
In such case faces will not get material index in JSON data and then no material reference in Face objects, so MeshFaceMaterial is not going to show anything and you have to add your own material for the whole mesh after loading. Tested on few models and it seems to work, new JSON format allows to omit materials :)
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由 alteredq 提交于
Hope it's the last one. Also here performance is ok.
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由 alteredq 提交于
Interestingly here performance doesn't seem to be affected.
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