- 16 7月, 2013 1 次提交
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由 Mr.doob 提交于
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- 12 7月, 2013 1 次提交
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由 Mr.doob 提交于
Pheww... Glad that I figured this out in time.
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- 20 5月, 2013 1 次提交
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由 Tapio Vierros 提交于
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- 19 5月, 2013 2 次提交
- 31 3月, 2013 2 次提交
- 30 3月, 2013 1 次提交
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由 Mr.doob 提交于
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- 09 2月, 2013 1 次提交
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由 Mr.doob 提交于
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- 04 1月, 2013 1 次提交
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由 Mr.doob 提交于
Removed Vector* add() to addVectors() and addSelf() to add(). Same with sub, cross, min, max, lerp... Renamed Matrix* and Quaternion multiply() to multiplyMatrices(), multiplyQuaternions() and multiplySelf() to multiply(). See #2860. Good thing we have a ton of examples to make sure nothing is broken. The unit tests also helped. However, I suspect I've left something unchanged.
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- 14 12月, 2012 2 次提交
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由 Mr.doob 提交于
- 13 12月, 2012 1 次提交
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由 Mr.doob 提交于
Still unsure of whether to rename it to dispose instead. I guess a problem of the world deallocate is that you're unsure wether it is dealocate or deallocate.
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- 11 12月, 2012 1 次提交
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由 alteredq 提交于
This will need some more thought, before we didn't really do anything about BufferGeometry deallocation.
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- 06 12月, 2012 1 次提交
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由 Mr.doob 提交于
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- 05 12月, 2012 2 次提交
- 04 12月, 2012 2 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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- 22 11月, 2012 2 次提交
- 10 11月, 2012 1 次提交
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由 alteredq 提交于
See #2610
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- 01 11月, 2012 1 次提交
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由 Jason Davies 提交于
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- 22 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 15 8月, 2012 2 次提交
- 13 7月, 2012 1 次提交
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由 alteredq 提交于
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- 12 7月, 2012 2 次提交
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由 alteredq 提交于
Big refactoring of BufferGeometry and CTMLoader: moved GL buffers initialization from loader into renderer, no more GL context dependency in loader. BufferGeometry lifecycle now starts to resemble more regular Geometry one. Also this new architecture should make it easier to add more attributes.
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由 alteredq 提交于
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- 10 7月, 2012 2 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Added dynamic updating of BufferGeometry. Added BufferGeometry.applyMatrix. Added Matrix4.multiplyVector3Array. CTMLoader now keeps references to typed arrays used to initialize GL buffers. These are later on deleted in WebGLRenderer (by default, if BufferGeometry.dynamic flag is not set). Fixes #2166 (this commit should go to `unflipped` branch, it assumes straightforward UVs)
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- 07 12月, 2011 1 次提交
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由 alteredq 提交于
Work in progress. For the moment works just with CTMLoader. Still not sure where some pieces of code would go. Upsides: - initialization time cut down significantly (1.8 seconds => 0.7 seconds for CTM example) - much smaller GL buffers thanks to fully used indexing (Walt has 6x less vertices) - consequently much smaller memory footprint all around, both for main and GPU memories, which means less swapping and better vertex caching Downsides: - can't have anymore sharp per-face effects like flat shading (at least if mesh is not constructed in a way where each face has own vertices) - can't have multiple materials per mesh - no more easy manipulation of anything (for the moment actually no runtime manipulation at all, typed arrays are just thrown away, dynamic geometries code path not yet implemented)
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