1. 22 2月, 2012 1 次提交
  2. 21 2月, 2012 1 次提交
  3. 20 2月, 2012 2 次提交
  4. 16 2月, 2012 1 次提交
  5. 15 2月, 2012 2 次提交
  6. 14 2月, 2012 3 次提交
  7. 09 2月, 2012 1 次提交
  8. 06 2月, 2012 1 次提交
  9. 01 2月, 2012 1 次提交
    • A
      Refactored morph normals to be optional. · cb41542a
      alteredq 提交于
      Default computation of morph normals for all models with morphs was taking unnecessary time and memory.
      
      Also made it less resource intensive to recompute morph normals.
      cb41542a
  10. 31 1月, 2012 2 次提交
  11. 28 1月, 2012 1 次提交
  12. 25 1月, 2012 1 次提交
  13. 22 1月, 2012 1 次提交
  14. 21 1月, 2012 5 次提交
  15. 20 1月, 2012 1 次提交
  16. 17 1月, 2012 1 次提交
  17. 15 1月, 2012 1 次提交
    • M
      r47 · 32b581f2
      Mr.doob 提交于
      32b581f2
  18. 04 1月, 2012 1 次提交
  19. 03 1月, 2012 2 次提交
  20. 02 1月, 2012 1 次提交
  21. 27 12月, 2011 2 次提交
  22. 07 12月, 2011 1 次提交
    • A
      Added BufferGeometry for direct rendering from typed arrays. · 8ec6317e
      alteredq 提交于
      Work in progress. For the moment works just with CTMLoader. Still not sure where some pieces of code would go.
      
      Upsides:
      	- initialization time cut down significantly (1.8 seconds => 0.7 seconds for CTM example)
      	- much smaller GL buffers thanks to fully used indexing (Walt has 6x less vertices)
      	- consequently much smaller memory footprint all around, both for main and GPU memories,
      	  which means less swapping and better vertex caching
      
      Downsides:
      	- can't have anymore sharp per-face effects like flat shading (at least if mesh is not constructed in a way where each face has own vertices)
      	- can't have multiple materials per mesh
      	- no more easy manipulation of anything (for the moment actually no runtime manipulation at all, typed arrays are just thrown away, dynamic geometries code path not yet implemented)
      8ec6317e
  23. 25 11月, 2011 1 次提交
  24. 23 11月, 2011 1 次提交
  25. 22 11月, 2011 1 次提交
  26. 21 11月, 2011 1 次提交
  27. 19 11月, 2011 3 次提交