1. 01 12月, 2010 12 次提交
  2. 30 11月, 2010 4 次提交
    • G
      merged with r29 · 38d3d0a3
      George Profenza 提交于
      38d3d0a3
    • G
      merging with r29 · caf2c200
      George Profenza 提交于
      caf2c200
    • M
      Merging with alteredq's branch. · 67250c69
      Mr.doob 提交于
      67250c69
    • A
      Added MeshShaderMaterial (and Fresnel shader as its first example). · 45b3ceb7
      alteredq 提交于
      MeshShaderMaterial is still work in progress, expect changes.
      
      Nice side effect of WebGLRenderer refactoring: optimized one significant bottleneck (with noticeable effect on framerate in some demos), typed arrays corresponding to matrix uniforms are now set (instead of being created anew in each frame).
      
      Also created fully full build, with all extras included. This helps with deployment, especially when multiple versions of Three have to coexist in the same folder structure (got burned on this few times already).
      45b3ceb7
  3. 29 11月, 2010 1 次提交
  4. 28 11月, 2010 1 次提交
    • M
      Code clean up. · 34f802e3
      Mr.doob 提交于
      Removed old Blender exporters.
      Slim exporter is now Normal exporter (needs some testing).
      34f802e3
  5. 27 11月, 2010 1 次提交
  6. 26 11月, 2010 3 次提交
  7. 25 11月, 2010 1 次提交
    • A
      Added cars demo. · 696c7015
      alteredq 提交于
      Not sure about adding car models, they are quite big (even binary ones). To be removed if it makes troubles with git / GitHub.
      696c7015
  8. 24 11月, 2010 4 次提交
    • M
      Updated build. · 137f85f7
      Mr.doob 提交于
      137f85f7
    • A
      More sane object removal from WebGLRenderer. · aaf56993
      alteredq 提交于
      Not anymore automatic, but also much less wasteful.
      
      Has to be called in tandem with scene object removal:
      
          scene.removeObject( object );
          webglRenderer.removeObject( scene, object );
      aaf56993
    • A
    • A
      In WebGLRenderer transparent materials are now handled in the same pass as... · 8f38ddca
      alteredq 提交于
      In WebGLRenderer transparent materials are now handled in the same pass as blended materials (resulting in better fake transparency ;)
      
      The order of render passes is now following:
      
      1. opaque materials with normal blending
      
      2. opaque materials with additive blending
      3. opaque materials with subtractive blending
      
      4. transparent materials with additive blending
      5. transparent materials with subtractive blending
      6. transparent materials with normal blending
      
      With growing number of passes it's possible it may be worth to do some pre-sorting, though it would have to be tested.
      
      Current way is fairly cheap as if there are no corresponding materials in the pass, for loops just blast through (potentially many very cheap operations).
      
      Pre-sorting would mean creating arrays on the fly in each frame (one expensive operation with effect on garbage collection, which especially Firefox is currently very bad at).
      8f38ddca
  9. 23 11月, 2010 3 次提交
  10. 22 11月, 2010 7 次提交
  11. 21 11月, 2010 2 次提交
  12. 20 11月, 2010 1 次提交