- 30 11月, 2010 1 次提交
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由 alteredq 提交于
Moved binary files load progress reporting to Loader.js. Added load progress reporting to demos with larger meshes. To be used like this: var loader = new THREE.Loader( true ); container.appendChild( loader.statusDomElement ); loader.loadBinary( url, function( geometry ) { createScene( geometry ) }, path ); function createScene( geometry ) { ... loader.statusDomElement.style.display = "none"; }
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- 25 11月, 2010 1 次提交
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由 alteredq 提交于
Turns out it is working better over the real web than on localhost (where it seems loading is too fast for Chrome to pick up UI changes, so it queues them and shows them all just after loading is already finished). Still not working properly - getting length of full content, this seems to be unreliable across browser / server combination. Instead passing to callback JSON object with both total and loaded bytes, so this can be handled in the application layer: { total: bytes_total, loaded: bytes_loaded } To be used e.g. like this: loader.loadBinary( url, function( geometry ) { createScene( geometry ) }, path, updateProgress ); function updateProgress( progress ) { var message = "Loaded "; if ( progress.total ) { message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%"; } else { message += ( progress.loaded / 1000 ).toFixed(2) + " KB"; } $( "status" ).innerHTML = message; }
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- 23 11月, 2010 1 次提交
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由 alteredq 提交于
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- 18 11月, 2010 1 次提交
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由 alteredq 提交于
TODO: - maybe image array loader should go into TextureCube.js so that people could just reuse the code - it may be worth to be able to specify different combination of environment map and underlying material (in single render pass), currently color/color map/environment map are multiplied, though addition also produces very interesting looking materials
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- 16 11月, 2010 1 次提交
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由 Mr.doob 提交于
Removed Loader.js from compiled lib Fixed examples
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