1. 02 10月, 2011 1 次提交
    • M
      Fixed the rest of the examples. · ad31ff12
      Mr.doob 提交于
      Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras.
      Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
      ad31ff12
  2. 21 9月, 2011 2 次提交
  3. 06 9月, 2011 1 次提交
  4. 18 7月, 2011 1 次提交
  5. 12 7月, 2011 1 次提交
  6. 14 6月, 2011 1 次提交
  7. 09 4月, 2011 1 次提交
  8. 21 3月, 2011 4 次提交
  9. 23 2月, 2011 2 次提交
    • M
      Changed build setup: · fef3c084
      Mr.doob 提交于
      	build/Three.js - Includes all renderers + extras
      	build/custom/ThreeCanvas.js - Canvas renderer only
      	build/custom/ThreeDOM.js - DOM renderer only
      	build/custom/ThreeSVG.js - SVG renderer only
      	build/custom/ThreeWebGL.js - WebGL renderer only
      	build/custom/ThreeExtras.js - Extras only
      
      Moved `THREE.Detector.js` to `examples/js/Detector.js`.
      
      Updated examples to reflect these changes.
      fef3c084
    • M
      Removed dupe stats.update() calls... · 8d07971c
      Mr.doob 提交于
      8d07971c
  10. 22 2月, 2011 1 次提交
  11. 20 2月, 2011 1 次提交
  12. 14 2月, 2011 1 次提交
  13. 07 1月, 2011 1 次提交
  14. 03 1月, 2011 1 次提交
    • A
      Refactored Loader parameters to allow optional separate paths for texture and binary files. · 771674d7
      alteredq 提交于
      loader.loadAscii and loader.loadBinary now take just one parameter with following properties:
      
          - model (required)
          - callback (required)
          - texture_path (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
          - bin_path (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
      
      Example use:
      
          loader.loadBinary( { model: "model.js", bin_path: "path/bin", texture_path: "path/img",
                               callback: function( geometry ) { createScene( geometry ) } } );
      771674d7
  15. 31 12月, 2010 1 次提交
  16. 26 12月, 2010 1 次提交
    • A
      Added clear color parameter to WebGLRenderer constructor, also added setClearColor API call. · 255c042b
      alteredq 提交于
      This allows to work around ANGLE antialiasing issue appearing when compositing WebGL framebuffer with transparent background color with HTML canvas element background (while keeping antialiasing on).
      
      WebGLRenderer constructor now takes JSON object with few optional parameters:
      
          renderer = new THREE.WebGLRenderer { scene: scene,
                                               antialias: true,
                                               clearColor: 0x000000,
                                               clearAlpha: 0 };
      
      Here is how to change clear color in runtime:
      
          renderer.setClearColor( 0xff0000, 1 );
      255c042b
  17. 30 11月, 2010 2 次提交
  18. 16 11月, 2010 1 次提交
  19. 15 11月, 2010 2 次提交
    • M
      Trying to merge... · 5feee383
      Mr.doob 提交于
      5feee383
    • A
      WebGLRenderer also working. · bfb82429
      alteredq 提交于
      Not all features from the new material format are implemented yet, though already now it's more powerful than the old format (you can now use  texture also in Basic and Phong materials).
      
      Also started to retire old model format: removed old OBJ converter and meshes that it generated.
      
      TODO:
       - take into account shading and blending parameters
       - transplant cube map support from experimental material
      bfb82429
  20. 12 11月, 2010 1 次提交
  21. 07 11月, 2010 1 次提交
    • A
      Added experimental binary mesh loader. Updated OBJ converter and examples accordingly. · 0cb79310
      alteredq 提交于
      If you want to use binary format, convert OBJ models using "convert_obj_threejs_slim.py" with "-t binary" option.
      
      This will now create two files:
          JS part with materials
          BIN part with binary buffers
      
      Binary models are loaded like this:
      
      loader.loadBinary( 'obj/lucy/Lucy250k_bin.js', function( geometry ) { createScene( geometry, s ) }, "obj/lucy" );
      
      (difference to ascii format is that url root must be always specified so loader can find binary buffers file, like it already was for textures)
      
      Good news:
      
      - raw binary files are quite smaller than raw ascii files (about half size)
      - loading times went down about 20-25%
      - now also Firefox can handle 250k triangle mesh (it just bugs about long running script), with ascii format it threw "array initialiser too large" exception
      
      Mixed news:
      
      - gzipped binary files are only about 25% smaller than gzipped ascii files so actual benefits are smaller,
        also it's more likely server will have JS gzipping on by default, while you need to set it up for
        other formats (could be hacked around by naming binary files with JS extension instead of BIN?)
      
      Bad news:
      
      - browser blocking is back :( Not that it ever went completely away (for large models object creation is more costly than loading and it is blocking), but it was slightly better with ascii loader (where data is loaded as worker's JS body).
      
          - this comes from having to use Ajax to load binary data
          - loading binary data by Ajax from within worker didn't really help, it was in fact slightly slower and browser did freeze :(
          - can't easily embed binary data in JSON (would need to encode it which would make it bigger, defying the purpose)
      
      - Loader got fatter
      
      Also in this commit: renamed Loader.loadAsync() => Loader.loadAsciiOld() and Loader.loadWorker() = Loader.loadAscii() so that names correspond to model formats instead of underlying implementation.
      
      loadAsciiOld - JS exported by Blender and old OBJ converter
      loadAscii    - JSON created by slim OBJ converter (-t ascii)
      loadBinary   - JSON + BIN created by slim OBJ converter (-t binary)
      
      TODO:
      
       - look into UV coordinates, should be indexed the same way as vertices, normals and faces are (instead of unrolled per each face)
       - look into HTML5 File API, binary blobs could help
      0cb79310
  22. 05 11月, 2010 3 次提交
  23. 04 11月, 2010 1 次提交
    • A
      Added Loader class providing both asynchronous JS and web worker based loading of models. · 5192428f
      alteredq 提交于
      The idea is that later there will be more loaders which would load different formats (like OBJLoader, ColladaLoader).
      
      Usage (async JS):
      
      var loader = new THREE.Loader();
      loader.loadAsync( "obj/torus/Torus.js", function() { createScene( new Torus() ) } );
      
      Usage (web worker):
      
      var loader = new THREE.Loader();
      loader.loadWorker( "obj/torus/Torus_slim.js", function( geometry ) { createScene( geometry ) } );
      
      Web worker loader is useful for large meshes, where it allows browser to stay responsive for longer time and also it can handle larger meshes than async JS loader.
      
      Web worker loader needs a simpler format of the model. Web workers can communicate with the main application only via message passing, where messages are JSON objects.
      
      There is a new version of OBJ -> Three.js converter (convert_obj_threejs_slim.py) which can produce model in format needed for web workers.
      
      All examples which were using models from OBJ converter were refactored to use Loader.
      
      Except large mesh example, all examples are using just async JS loading. Web worker loading is there, it's just commented out, as it's a bit pain for local development.
      
      Chrome doesn't allow to run web workers from pages accessed via file://, so you need either to run it with "--allow-file-access-from-files" flag, or access examples via local server (http://localhost/example.html).
      5192428f
  24. 03 11月, 2010 2 次提交
  25. 01 11月, 2010 1 次提交
  26. 31 10月, 2010 1 次提交
    • A
      Added handling of multiple lights to WebGLRenderer. · 1c35d90f
      alteredq 提交于
      Limitations:
      
       - Chrome can handle up to 5 lights in total (directional + point)
       - Firefox seems to handle up to 29 lights
      
      These number are GPU specific (mine is ATI Mobility Radeon 3650).
      
      This turned out to be quite tricky. The number of varying vectors in shaders is limited. Additionally Chrome and Firefox have different limitations (at least on Windows, probably due to Chrome using ANGLE as rendering backend).
      
      Hence WebGLRenderer has hardcoded limit of maximum 5 lights.
      
      WebGLRenderer constructor now takes (optional) scene argument, so that numbers and types of lights present in the scene can be used to generate minimal possible shader.
      
      If no scene is passed, shader allowing 1 directional + 4 point lights will be generated.
      1c35d90f
  27. 30 10月, 2010 1 次提交
  28. 29 10月, 2010 1 次提交
  29. 28 10月, 2010 1 次提交
    • A
      Added Blinn-Phong material for WebGLRenderer. · b6904f3d
      alteredq 提交于
      In Chrome it looks more or less ok, but it has some problem in Firefox 4 (with some camera angles there are black areas around edges).
      
      Also updated Python builder scripts and examples to include this new material.
      b6904f3d
  30. 27 10月, 2010 1 次提交
    • M
      * MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode,... · 7464f5ff
      Mr.doob 提交于
      * MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode, which is THREE.MeshBitmapMaterialMode.UVMAPPING by default.
      * Removed MeshFaceColorFillMaterial and MeshFaceColorStrokeMaterial
      * Added MeshFaceMaterial ( it uses the face.material for that pass )
      * CanvasRenderer and SVGRenderer per face material logic changed.
      * SVGRenderer supports particles again.
      * WebGLRenderer currently broken :/
      * Code clean up
      7464f5ff