- 02 10月, 2011 1 次提交
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由 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.
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- 21 9月, 2011 2 次提交
- 06 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 18 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 12 7月, 2011 1 次提交
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由 alteredq 提交于
Thanks to @fazeaction for spotting this.
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- 14 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 09 4月, 2011 1 次提交
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由 Mr.doob 提交于
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...) Formatting clean up here and there
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- 21 3月, 2011 4 次提交
- 23 2月, 2011 2 次提交
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由 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.
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由 Mr.doob 提交于
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- 22 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 20 2月, 2011 1 次提交
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由 Mr.doob 提交于
Renamed examples.
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- 14 2月, 2011 1 次提交
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由 alteredq 提交于
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- 07 1月, 2011 1 次提交
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由 alteredq 提交于
Unfortunately performance issues are still there and now already trickled down also to dev channel :( I wonder what they did - fps numbers look more or less ok, problem is more with subtle yet very annoying choppiness. Like if somewhere suddenly bandwidth / memory is getting trashed.
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- 03 1月, 2011 1 次提交
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由 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 ) } } );
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- 31 12月, 2010 1 次提交
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由 alteredq 提交于
Code is still rough around edges (it can be made nicer), though it should already produce one-to-one results with ubershader. Side-effect is that scene is no longer required as WebGLRenderer constructor parameter. Shader programs are now constructed upon first frame render and only then scene lights are examined.
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- 26 12月, 2010 1 次提交
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由 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 );
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- 30 11月, 2010 2 次提交
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由 Mr.doob 提交于
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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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- 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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- 15 11月, 2010 2 次提交
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由 Mr.doob 提交于
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由 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
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- 12 11月, 2010 1 次提交
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由 Mr.doob 提交于
* THREE.Rectangle: `_x1`, ` _x2`, `_y1`, `_y2` ⟶ `_left`, `_right`, `_top`, `_bottom`
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- 07 11月, 2010 1 次提交
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由 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
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- 05 11月, 2010 3 次提交
- 04 11月, 2010 1 次提交
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由 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).
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- 03 11月, 2010 2 次提交
- 01 11月, 2010 1 次提交
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由 alteredq 提交于
Fixed ambient light computation in CanvasRenderer to get correct lighting when there is no ambient light specified in the scene.
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- 31 10月, 2010 1 次提交
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由 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.
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- 30 10月, 2010 1 次提交
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由 Mr.doob 提交于
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- 29 10月, 2010 1 次提交
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由 Mr.doob 提交于
* Minor fixes (Geometry normal calculation) * Isolated Matrix3 code into `Matrix3.js` * README and TODO updated
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- 28 10月, 2010 1 次提交
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由 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.
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- 27 10月, 2010 1 次提交
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由 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
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