- 11 4月, 2011 2 次提交
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由 Mr.doob 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 1 次提交
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由 Mr.doob 提交于
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- 05 4月, 2011 2 次提交
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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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- 04 4月, 2011 3 次提交
- 23 3月, 2011 2 次提交
- 22 3月, 2011 2 次提交
- 21 3月, 2011 4 次提交
- 20 3月, 2011 1 次提交
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由 alteredq 提交于
Work in progress, not expected to work yet. (among other things, we don't deal yet with new vertex colors for particles/line/ribbons, for the moment they just use geometry.colors as before, also we need to specify which type of uvs to use somewhere, analogous to which type of vertex colors to use)
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- 17 3月, 2011 2 次提交
- 16 3月, 2011 1 次提交
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由 alteredq 提交于
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- 15 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 13 3月, 2011 2 次提交
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由 alteredq 提交于
Gah, that was painful. Obvious solution with object.lookAt doesn't work, forward facing direction (heading and attitude) is fine, but banking gets messed up:( Tried many fixes, none worked, so I just resorted to simple rotation around Y-axis based on direction vector.
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由 alteredq 提交于
Spline control points shouldn't be cycled, this produces freaky behaviors near start and end of path. Instead they have to be capped. Also did some refactoring.
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- 11 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 10 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 08 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 07 3月, 2011 1 次提交
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由 alteredq 提交于
Thanks to empaempa for spotting this ;)
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- 06 3月, 2011 4 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Added translate( distance, axis ), translateX( distance ), translateY( distance ) and translateZ( distance ) methods to Object3D. Camera3D translate method overrides Object3D's one. NoFly parameter removed (this should be handled from outside I think).
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Object3D::lookAt works! (and Vector3.setRotationFromMatrix too!) Next: Object3D::translate...
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- 05 3月, 2011 2 次提交
- 04 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Animation.js - fixed scale bugs and removed flattenToArrayOffset AnimationHandler.js - fixed so keyframes at same time is removed Matrix4.lookAt - fixed so it handles situations where z === up and where eye === target SkinnedMesh.update - added flattenToArrayOffset in end of update
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- 03 3月, 2011 1 次提交
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由 Mr.doob 提交于
Minor tweaks.
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- 02 3月, 2011 2 次提交
- 01 3月, 2011 3 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 Mikael Emtinger 提交于
Mergable: WebGLRenderer.js: changed so camera.matrixWorldInverse is used instead of camera.matrixWorld.
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