- 11 4月, 2011 5 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Some white space clean up.
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由 alteredq 提交于
Also changed autoForward in QuakeCamera not to interfere with backwards direction. Tweaked a bit minecraft AO demo, using extra power for more cubes.
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由 alteredq 提交于
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由 alteredq 提交于
Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map shader. Added WebGL Earth FlyCamera demo. Changed normal map shader to multiply specular component with diffuse weighting as specular highlights were appearing in the dark parts. Changed camera look speed in minecraft and terrain demos, they were too fast - I guess as everything got faster with antialiasing off. Reenabled antialiasing in few demos where it was too ugly without (basically anything with lines and without postprocessing). Fixed again spurious invisible characters in empaempa's code (which are breaking everything and are hard to hunt as they look like spaces).
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- 10 4月, 2011 3 次提交
- 09 4月, 2011 6 次提交
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由 Mr.doob 提交于
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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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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
It should be safe just to set material color object references, no more updating of color string in every frame for every material color.
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由 alteredq 提交于
Problem were attributes which were enabled for sprites and lens flares, but then not used. I just delayed enabling till they are not rendered for the first time. There is probably some cleaner way how to do this.
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- 08 4月, 2011 7 次提交
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由 Mikael Emtinger 提交于
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由 Mr.doob 提交于
Stencil and Sprite examples now using RequestAnimationFrame.
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由 Mikael Emtinger 提交于
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由 alteredq 提交于
Added handling of mesh colliders to scene loader. Changed Blender scene exporter to make mesh colliders invisible.
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由 alteredq 提交于
This makes lens flares work with postprocessing. Had to change lines color example to use clearAlpha = 1 to get back bloom.
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
Removed pink square method from lens flares in opengl (no partial screen occlusion)
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- 07 4月, 2011 4 次提交
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
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由 alteredq 提交于
Problem was having too many concurrent workers opened at once. Garbage collection apparently works very slowly on workers. Solution was to close them manually, after model data is sent to main thread. Also some progress with Blender scene exporter. Some scenes now export correctly, though monkey test scene got worse, even with less hacky code.
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由 Mr.doob 提交于
- Fixed TorusKnot face orientation. - Added UVs to Cylinder (Cylindrical Mapping) - Fixed Lathe UVs There is something wrong with texture mapping, u needs to be inverted all the time. Something to researching on.
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- 06 4月, 2011 5 次提交
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
Rewrote lens flares to not use readPixels. There are different solutions based on availablity of vertex textures. If available, occlusion calculation is more exact and handles partial occlusion on screen edges. If not available, occlusion calculation is less exact (because it's made on each fragment so it has to be fast) and partial occlusion by screen edge is not possible (same reason). It's not possible for the lens flare to update on visibility any more, only its screen position. Potentially, we could add offset+factor for opacity/scale/rotation that is dependent on visibility in shader. Or just custom shaders. Anyway, it's way faster than readPixels :)
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由 alteredq 提交于
Mainly trying to avoid creation of new object per frame and also some variable names clarifications and whitespace cleanups. Not finished yet.
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由 alteredq 提交于
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- 05 4月, 2011 7 次提交
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由 alteredq 提交于
MarchingCubes.generateGeometry got forgotten when refactoring vertex normals.
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由 alteredq 提交于
Also some whitespace and titles cleanup.
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由 Bartek Drozdz 提交于
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由 alteredq 提交于
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由 alteredq 提交于
If you want to get edges, run converter like with "-e" flag: python convert_obj_three.py -i model.obj -o model.js -e Output seems to match Blender exporter.
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由 alteredq 提交于
There is a new class Edge which stores vertices and faces for edge (I wasn't sure if indices or references would be better, so at least for the moment it contains both). Geometry now contains a list of such edges, created in JSONLoader, based on edge data exported from Blender. From Blender we get a list of vertex index pairs, from which in Geometry.computeEdgeFaces() we compute faces which share this particular edge and store them in the Edge object. Not sure if edges work properly till we don't have something using them. For now I just checked cube data exported from Blender and it seems fine. Also did some whitespace cleanup here and there.
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由 Bartek Drozdz 提交于
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- 04 4月, 2011 3 次提交