- 21 12月, 2010 8 次提交
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由 Mr.doob 提交于
Projector::projectScene now does a first pass through Projector::projectObject (which does frustum culling and object sorting). So now CanvasRenderer and SVGRenderer feature frustum culling too.
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由 alteredq 提交于
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由 alteredq 提交于
For the moment, it works just on Basic / Lambert / Phong materials. Fog must be added to the scene before initialization of WebGLRenderer and scene must be passed to WebGLRenderer constructor (like for lights). I don't know yet how to solve properly MeshShaderMaterial & co :(
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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
Starting to prepare stuff for adding Fog. Having Fog.js inside /scenes doesn't sound right, but I guess it can be there for now... The idea would be to do `scene.fog = new THREE.Fog( color, near, far );` This way seems consistent with the rest of the API. By default `scene.fog` is `null`.
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由 alteredq 提交于
Depth material finally works also in ANGLE.
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由 Mr.doob 提交于
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- 20 12月, 2010 2 次提交
- 19 12月, 2010 1 次提交
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由 Mr.doob 提交于
Projector sort boolean is now required (CanvasRenderer and SVGRenderer updated).
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- 18 12月, 2010 7 次提交
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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 ;)
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由 alteredq 提交于
Instant performance boost by 50% ;).
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由 alteredq 提交于
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由 alteredq 提交于
This one kept me puzzled for days. Premature optimization is indeed evil. Manifestation was that MeshShaderMaterial mysteriously didn't work depending on what was going on elsewhere in the scene. I think mrdoob's problem with "basic" shader was caused by this bug.
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由 Mr.doob 提交于
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由 alteredq 提交于
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由 Mr.doob 提交于
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- 17 12月, 2010 4 次提交
- 15 12月, 2010 1 次提交
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由 Mr.doob 提交于
Added a check in `Scene` to make sure the avoid duplicate objects. WebGLRenderer2: In the process of handling > 65535
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- 14 12月, 2010 5 次提交
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由 alteredq 提交于
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由 Mr.doob 提交于
Made 0xffffff the default color on all materials (0xeeeeee was making the AO a bit darker).
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由 alteredq 提交于
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由 alteredq 提交于
Thanks to Paul Irish for gist: https://gist.github.com/a9ce964c4dcd08aee976/63562a89d78d44b3a96e37dd361e1a65f51cb559
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由 alteredq 提交于
For some reason it doesn't work with the current Chrome canary (10.0.607.0) when using ANGLE :(. Also OBJ converter demo is having problems with generated tiled texture in latest canary, so it looks like some bug was introduced in ANGLE's handling of UVs (baked AO relies on "zoomed" UVs). Need to investigate more, maybe file a bug report.
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- 13 12月, 2010 7 次提交
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由 Mr.doob 提交于
Added textures
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由 Mr.doob 提交于
Switched to the normalToComponent formula the CanvasRenderer uses.
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由 Mr.doob 提交于
Added MeshNormalMaterial. Moved mColor * mOpacity computation to the shader.
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由 Mr.doob 提交于
Yet again that misterious behaviour where stuff gets pasted in weird places. Long time without experiencing it...
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由 Mr.doob 提交于
WebGLRenderer optimisation: flattening camera matrices just once per render, it was doing it once per object before. WebGLRenderer2: Trying to re-create WebGLRenderer from scratch... Creating a program per material instead of just one for everything. Seems to be 3x faster by now...
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 12 12月, 2010 2 次提交
- 11 12月, 2010 1 次提交
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由 alteredq 提交于
This also reduces number of VBOs. There aren't many of them anyways, but it's always nice to have less ;)
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- 10 12月, 2010 2 次提交