- 04 8月, 2012 1 次提交
-
-
由 alteredq 提交于
Still needs to be done: canvas renderer / picking / canvas examples.
-
- 15 6月, 2012 1 次提交
-
-
由 alteredq 提交于
This thing is neverending story ...
-
- 30 3月, 2012 1 次提交
-
-
由 Mr.doob 提交于
-
- 23 2月, 2012 1 次提交
-
-
由 Mr.doob 提交于
-
- 27 12月, 2011 1 次提交
-
-
由 alteredq 提交于
Except special cases like 3d renderers and cube cameras all examples should be now without warnings.
-
- 11 12月, 2011 1 次提交
-
-
由 alteredq 提交于
As per @toji's "don't lie to WebGL about your format" recommendations in WebGL Camp 4 talk (http://media.tojicode.com/webglCamp4/#19).
-
- 29 11月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 23 10月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 18 10月, 2011 1 次提交
-
-
由 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.
-
- 15 10月, 2011 2 次提交
- 06 10月, 2011 2 次提交
- 05 10月, 2011 1 次提交
-
-
由 alteredq 提交于
CrosseyedRenderer is a hack, camera must have target :S.
-
- 02 10月, 2011 1 次提交
-
-
由 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.
-
- 21 9月, 2011 2 次提交
- 13 9月, 2011 1 次提交
-
-
由 alteredq 提交于
-
- 06 9月, 2011 3 次提交
- 03 7月, 2011 1 次提交
-
-
由 Mr.doob 提交于
Fixed examples that were using them.
-
- 14 6月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 09 4月, 2011 1 次提交
-
-
由 Mr.doob 提交于
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...) Formatting clean up here and there
-
- 29 3月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 21 3月, 2011 1 次提交
-
-
由 alteredq 提交于
-
- 28 2月, 2011 1 次提交
-
-
由 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?
-
- 24 2月, 2011 1 次提交
-
-
由 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).
-
- 23 2月, 2011 2 次提交
-
-
由 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.
-
由 Mr.doob 提交于
-
- 22 2月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 20 2月, 2011 1 次提交
-
-
由 Mr.doob 提交于
Renamed examples.
-
- 14 2月, 2011 1 次提交
-
-
由 alteredq 提交于
-
- 13 2月, 2011 1 次提交
-
-
由 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).
-
- 07 1月, 2011 1 次提交
-
-
由 alteredq 提交于
Unfortunately performance issues are still there and now already trickled down also to dev channel :( I wonder what they did - fps numbers look more or less ok, problem is more with subtle yet very annoying choppiness. Like if somewhere suddenly bandwidth / memory is getting trashed.
-
- 03 1月, 2011 1 次提交
-
-
由 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 ) } } );
-
- 31 12月, 2010 1 次提交
-
-
由 alteredq 提交于
Code is still rough around edges (it can be made nicer), though it should already produce one-to-one results with ubershader. Side-effect is that scene is no longer required as WebGLRenderer constructor parameter. Shader programs are now constructed upon first frame render and only then scene lights are examined.
-
- 26 12月, 2010 1 次提交
-
-
由 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 );
-
- 18 12月, 2010 1 次提交
-
-
由 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 ;)
-
- 05 12月, 2010 1 次提交
-
-
由 alteredq 提交于
-