- 04 8月, 2012 4 次提交
- 03 8月, 2012 5 次提交
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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 alteredq 提交于
Refactored wireframe example to use single material for both triangles and quads, added geometry with mixed quads and triangles.
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由 alteredq 提交于
Added wireframe materials example (using lines, triangles and quads). Thanks to @jwagner and @pyalot
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由 Mr.doob 提交于
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- 01 8月, 2012 1 次提交
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由 alteredq 提交于
Displacement should be computed in object space (and shouldn't need scaling). Correct shadow casting still needs a custom depth material but at least shadow receiving should now work with displaced vertices.
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- 31 7月, 2012 1 次提交
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由 Mr.doob 提交于
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- 26 7月, 2012 2 次提交
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由 alteredq 提交于
For the moment works in: - Chrome stable 20.0.1132.57 OpenGL - Chrome Canary 22.0.1217.0 ANGLE / OpenGL - Firefox stable 14.0.1 OpenGL
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由 alteredq 提交于
Changed ColladaLoader to create SkinnedMesh using bone uniforms instead of newly default bone texture. This just gets back to using the old way, though this whole skinning thing in Collada is weird and should be maybe rewritten - skinning is baked into morphs but then SkinnedMesh is still used which means skeleton is getting updated all the time even while this has no effect on already baked morphs. Fixes #2243
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- 25 7月, 2012 1 次提交
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由 alteredq 提交于
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- 24 7月, 2012 1 次提交
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由 Mr.doob 提交于
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- 22 7月, 2012 1 次提交
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由 Dahie 提交于
I had the issue that some of my OBJ-files weren't loaded by the OBJLoader provided in the examples. Parsing the file crashed with this exception: Uncaught TypeError: Cannot read property 'x' of undefined Three.js:13 THREE.Vector3.addSelf (Three.js:13) THREE.Geometry.computeCentroids (Three.js:91) THREE.OBJLoader.parse (OBJLoader.js:295) xhr.onreadystatechange (OBJLoader.js:21) I traced the error to the OBJLoader and my OBJ files. The obj files were exported by 3ds Max Wavefront OBJ Exporter and slightly differ in format: Where the loader expected: v 0.4500 1.5256 0.6595 they were: v 0.4500 1.5256 0.6595 Note the extra space. This threw off the regular expressions, the vertices weren't parsed and the computeCentroid failed. This commit changes the regular impression to accomodate this variance.
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- 21 7月, 2012 1 次提交
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由 Dylan Halperin 提交于
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- 13 7月, 2012 1 次提交
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由 alteredq 提交于
Changed LeePerry in CTM example to use normal map shader.
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- 12 7月, 2012 2 次提交
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由 alteredq 提交于
Big refactoring of BufferGeometry and CTMLoader: moved GL buffers initialization from loader into renderer, no more GL context dependency in loader. BufferGeometry lifecycle now starts to resemble more regular Geometry one. Also this new architecture should make it easier to add more attributes.
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由 alteredq 提交于
Refactored CTMLoader to use BufferGeometry.computeVertexNormals (for when CTM file doesn't have normals). Still some more cleanup should be possible, e.g. it would be nice to get rid of GL context dependency.
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- 11 7月, 2012 2 次提交
- 10 7月, 2012 2 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Added dynamic updating of BufferGeometry. Added BufferGeometry.applyMatrix. Added Matrix4.multiplyVector3Array. CTMLoader now keeps references to typed arrays used to initialize GL buffers. These are later on deleted in WebGLRenderer (by default, if BufferGeometry.dynamic flag is not set). Fixes #2166 (this commit should go to `unflipped` branch, it assumes straightforward UVs)
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- 06 7月, 2012 2 次提交
- 05 7月, 2012 14 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
I think normal map scale needs to be now positive, though not sure, it just looks closer to how it was before with positive scale, also mole on the right cheek is elevated instead of sunk.
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由 alteredq 提交于
Previous one had messed up mouth. Still our normal mapped models now look different than before flipping. Not sure if this is desired or some problem (tangents do depend on UVs).
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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
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由 Mr.doob 提交于
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由 alteredq 提交于
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由 alteredq 提交于
This fixes postprocessing example.
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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 alteredq 提交于
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