- 01 12月, 2010 12 次提交
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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
Somehow they got forgotten in the merge when "THREE.RefractionMap" got renamed to "THREE.RefractionMapping".
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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
Modified build script to avoid the extra full compilation.
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由 alteredq 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
Also yet another fix for car demo load progress.
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由 Mr.doob 提交于
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- 30 11月, 2010 4 次提交
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由 George Profenza 提交于
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由 George Profenza 提交于
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由 Mr.doob 提交于
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由 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).
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- 29 11月, 2010 1 次提交
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由 George Profenza 提交于
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- 28 11月, 2010 1 次提交
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由 Mr.doob 提交于
Removed old Blender exporters. Slim exporter is now Normal exporter (needs some testing).
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- 27 11月, 2010 1 次提交
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由 Mr.doob 提交于
CanvasRenderer/SVGRenderer: RenderableFace4 is now gone. Unfortunately it created more problems than it solved. CanvasRenderer now with ShadingSmooth, or something along the lines...
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- 26 11月, 2010 3 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
There shouldn't be any change in functionality, just moved code around and clarified comments.
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由 alteredq 提交于
2d texture encapsulates bitmap, wrapping and minifying/magnification parameters. Which reminds me, maybe also minifying/magnification options should be parameters in Texture object. Though as defaults are "best" (LINEAR / LINEAR_MIPMAP_LINEAR = trilinear filtering), this would make sense just for special use cases like when trying to achieve "retro" look (like in Minecraft, http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/ ;).
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- 25 11月, 2010 1 次提交
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由 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.
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- 24 11月, 2010 4 次提交
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由 Mr.doob 提交于
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由 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 );
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由 alteredq 提交于
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由 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).
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- 23 11月, 2010 3 次提交
- 22 11月, 2010 7 次提交
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由 alteredq 提交于
Wrapping options follow WebGL specs: ClampToEdge [default], Repeat, MirroredRepeat.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Made up MeshCubeMaterial (missing from alteredq branch)
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Removed a loop at line projection time.
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由 alteredq 提交于
Added MeshCubeMaterial: WebGLRenderer specific material for more efficient rendering of panoramas when doing cube mapping. Also moved loadImageArray utility function from examples into TextureCube.js To be used like this: var urls = [ "px.jpg", "nx.jpg", "py.jpg", "ny.jpg", "pz.jpg", "nz.jpg" ]; var images = THREE.loadImageArray( urls ); var textureCube = new THREE.TextureCube( images ); // create scene var objectMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff, env_map: textureCube } ) createScene( objectMaterial ); // create panorama var size = 100000; var panoMaterial = new THREE.MeshCubeMaterial( { env_map: textureCube } ); var mesh = new THREE.Mesh( new Cube( size, size, size, 1, 1, null, true ), panoMaterial ); sceneCube.addObject( mesh ); Warning: this functionality is currently changing a lot, expect things to get broken before stabilization.
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由 Mr.doob 提交于
I can't see any other WebGL example being affected by this change (for bad).
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- 21 11月, 2010 2 次提交
- 20 11月, 2010 1 次提交
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由 alteredq 提交于
Fix is a bit dirty, but at least it's short ;)
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