1. 04 8月, 2012 1 次提交
  2. 15 6月, 2012 1 次提交
  3. 30 3月, 2012 1 次提交
  4. 23 2月, 2012 1 次提交
  5. 27 12月, 2011 1 次提交
  6. 11 12月, 2011 1 次提交
  7. 29 11月, 2011 1 次提交
  8. 23 10月, 2011 1 次提交
  9. 18 10月, 2011 1 次提交
    • A
      Changed ambient handling for Phong and Lambert materials. · 9968b7dc
      alteredq 提交于
      Removed diffuse color influence on ambient term in Phong. This was causing texture disappearance when diffuse color was black.
      
      Made Lambert more similar to Phong: now it also has ambient color parameter. Before ambient light was affecting Lambert as if ambient color was always 0xffffff.
      9968b7dc
  10. 15 10月, 2011 2 次提交
  11. 06 10月, 2011 2 次提交
  12. 05 10月, 2011 1 次提交
  13. 02 10月, 2011 1 次提交
    • M
      Fixed the rest of the examples. · ad31ff12
      Mr.doob 提交于
      Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras.
      Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
      ad31ff12
  14. 21 9月, 2011 2 次提交
  15. 13 9月, 2011 1 次提交
  16. 06 9月, 2011 3 次提交
  17. 03 7月, 2011 1 次提交
  18. 14 6月, 2011 1 次提交
  19. 09 4月, 2011 1 次提交
  20. 29 3月, 2011 1 次提交
  21. 21 3月, 2011 1 次提交
  22. 28 2月, 2011 1 次提交
    • A
      Refactored everything to use CamelCase naming for properties. Plus some... · cf2e8c1b
      alteredq 提交于
      Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there.
      
      Went through all examples, all should work.
      
      JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
      cf2e8c1b
  23. 24 2月, 2011 1 次提交
    • A
      Textures are now updateable. · cff95a11
      alteredq 提交于
      That was much tougher than expected. No wonder other WebGL video demos around the web are broken.
      
      Firefox OpenGL / ANGLE and Chrome OpenGL were ok, getting it to work in Chrome ANGLE was rather tricky.
      
      Please report if something got broken. I tried to go through all textured examples but I may have missed something.
      
      If you want to refresh texture on WebGL side, you just set "texture.needsUpdate" flag (if you use Loader or ImageUtils.loadTexture / loadTextureCube everything is taken care of).
      
      Flag has to be set also for canvas-based textures, sorry no escaping this :(. I tried and it lead to ugly problems (e.g. AO minecraft demo mixes several asynchronously loaded and generated images into one texture, with autodetect always something was broken).
      
      "needsUpdate" should work also on cube textures, though it's not tested yet (also there I didn't put hack for Chrome ANGLE).
      cff95a11
  24. 23 2月, 2011 2 次提交
    • M
      Changed build setup: · fef3c084
      Mr.doob 提交于
      	build/Three.js - Includes all renderers + extras
      	build/custom/ThreeCanvas.js - Canvas renderer only
      	build/custom/ThreeDOM.js - DOM renderer only
      	build/custom/ThreeSVG.js - SVG renderer only
      	build/custom/ThreeWebGL.js - WebGL renderer only
      	build/custom/ThreeExtras.js - Extras only
      
      Moved `THREE.Detector.js` to `examples/js/Detector.js`.
      
      Updated examples to reflect these changes.
      fef3c084
    • M
      Removed dupe stats.update() calls... · 8d07971c
      Mr.doob 提交于
      8d07971c
  25. 22 2月, 2011 1 次提交
  26. 20 2月, 2011 1 次提交
  27. 14 2月, 2011 1 次提交
  28. 13 2月, 2011 1 次提交
    • A
      Added centralized message for non-WebGL-compatible browser to majority of examples. · 29cf97ee
      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).
      29cf97ee
  29. 07 1月, 2011 1 次提交
  30. 03 1月, 2011 1 次提交
    • A
      Refactored Loader parameters to allow optional separate paths for texture and binary files. · 771674d7
      alteredq 提交于
      loader.loadAscii and loader.loadBinary now take just one parameter with following properties:
      
          - model (required)
          - callback (required)
          - texture_path (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
          - bin_path (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
      
      Example use:
      
          loader.loadBinary( { model: "model.js", bin_path: "path/bin", texture_path: "path/img",
                               callback: function( geometry ) { createScene( geometry ) } } );
      771674d7
  31. 31 12月, 2010 1 次提交
  32. 26 12月, 2010 1 次提交
    • A
      Added clear color parameter to WebGLRenderer constructor, also added setClearColor API call. · 255c042b
      alteredq 提交于
      This allows to work around ANGLE antialiasing issue appearing when compositing WebGL framebuffer with transparent background color with HTML canvas element background (while keeping antialiasing on).
      
      WebGLRenderer constructor now takes JSON object with few optional parameters:
      
          renderer = new THREE.WebGLRenderer { scene: scene,
                                               antialias: true,
                                               clearColor: 0x000000,
                                               clearAlpha: 0 };
      
      Here is how to change clear color in runtime:
      
          renderer.setClearColor( 0xff0000, 1 );
      255c042b
  33. 18 12月, 2010 1 次提交
    • A
      Retired MeshCubeMaterial: replaced it with MeshShaderMaterial "cube" defined in ShaderUtils. · 5e74c741
      alteredq 提交于
      Instant performance boost in all cube mapping demos ;)
      
      With panoramas there were insane amounts of unnecessary computations done in fragment shader - basically every pixel on the screen was computing the whole ubershader - ouch ouch ouch!
      
      This was the lowest hanging fruit, still some more performance can be gained by removing other stuff from ubershader.
      
      Big thanks to mrdoob for starting to question sanity of ubershader ;)
      5e74c741
  34. 05 12月, 2010 1 次提交