1. 11 4月, 2011 2 次提交
    • M
      Fixed Vector3::setRotationFromMatrix · e5e4ff79
      Mr.doob 提交于
      e5e4ff79
    • A
      Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map... · 22bd108a
      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).
      22bd108a
  2. 10 4月, 2011 1 次提交
  3. 05 4月, 2011 2 次提交
    • A
      Added edges computation to OBJ converter. · f7e3a80d
      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.
      f7e3a80d
    • A
      Added edges to Blender exporter, JSONLoader and Geometry. · 7915999b
      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.
      7915999b
  4. 04 4月, 2011 3 次提交
  5. 23 3月, 2011 2 次提交
  6. 22 3月, 2011 2 次提交
  7. 21 3月, 2011 4 次提交
  8. 20 3月, 2011 1 次提交
    • A
      Refactored core and renderer to use new model format. · 9ab427b7
      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)
      9ab427b7
  9. 17 3月, 2011 2 次提交
  10. 16 3月, 2011 1 次提交
  11. 15 3月, 2011 1 次提交
  12. 13 3月, 2011 2 次提交
    • A
      Implemented simple forward facing animation type for Catmull-Rom splines. · e7ab9e58
      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.
      e7ab9e58
    • A
      Fixed bug in spline animation. · be875f22
      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.
      be875f22
  13. 11 3月, 2011 1 次提交
  14. 10 3月, 2011 1 次提交
  15. 08 3月, 2011 1 次提交
  16. 07 3月, 2011 1 次提交
  17. 06 3月, 2011 4 次提交
  18. 05 3月, 2011 2 次提交
  19. 04 3月, 2011 1 次提交
    • M
      Mergable: · 2ab6fb41
      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
      2ab6fb41
  20. 03 3月, 2011 1 次提交
  21. 02 3月, 2011 2 次提交
  22. 01 3月, 2011 3 次提交