- 10 11月, 2010 3 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
Models exported by this version should be loaded like this (the same as for slim OBJ converter): var loader = new THREE.Loader(); loader.loadAscii( "path/to/model/Model.js", function( geometry ) { createScene( geometry ) }, "path/to/model" ); Compared to OBJ converter, currently only single mesh is exported (many models are composed of several meshes). TODO - model alignment - copy used images to folder where exported file goes - export all selected meshes / all meshes in the scene? - binary format
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由 alteredq 提交于
Refactored OBJ slim converter (to make it easier to reuse ASCII converter snippets in Blender exporter).
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- 09 11月, 2010 12 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 alteredq 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Added a little sanity check in binary format loader (commented out debug log of computed total file size which should match with real file size).
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由 alteredq 提交于
Optimized binary model format to use indexed UVs. Updated OBJ slim converter and Loader accordingly. This saves about 10% from size of textured binary models.
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由 Mr.doob 提交于
* AUTHORS: Just realised there is a github page with that info already. https://github.com/mrdoob/three.js/contributors
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
This saves ~22% from size of textured ASCII models. TODO: make the same for binary model format.
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- 08 11月, 2010 4 次提交
- 07 11月, 2010 4 次提交
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由 alteredq 提交于
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由 alteredq 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 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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- 06 11月, 2010 1 次提交
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由 Mr.doob 提交于
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- 05 11月, 2010 15 次提交
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由 sole 提交于
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由 Mr.doob 提交于
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由 sole 提交于
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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
Small clarifications in large mesh example description: model size meanwhile went down to 3.5 MB ;) and file access flag applies to Chrome.
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由 alteredq 提交于
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由 Mr.doob 提交于
* Added the first WebGL example to README \:D/
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由 Mr.doob 提交于
* Cleaned interactive_cubes example code.
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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 Mr.doob 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
This is a first step towards eventual binary model format.
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由 Mr.doob 提交于
* Fixed a bug in Ray.intersectObject: face.normal needs to be transformed using matrixRotation otherwise rotated objects fail * A bit nicer example
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- 04 11月, 2010 1 次提交
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由 alteredq 提交于
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