- 26 11月, 2012 5 次提交
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由 alteredq 提交于
Started with extraction of deferred shading code snippets into more reusable components.
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由 alteredq 提交于
Before base class attributes that weren't in the constructors were not cloned properly in derived classes.
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由 alteredq 提交于
This is needed for handling manually created non-power-of-2 or small RGB DataTextures. It corresponds to GL_UNPACK_ALIGNMENT parameter in glPixelStorei: http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml
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由 alteredq 提交于
Warning: this doesn't work with RGB textures (3 bytes per pixel) because of default 4 byte alignment requirement deeper in WebGL / OpenGL layer. Uploading smaller mipmap levels gets these GL errors: "ArrayBufferView not big enough for request with UNPACK_ALIGNMENT > 1" It works ok with RGBA textures (4 bytes per pixel). Seems this could also explain why 1 pixel RGB DataTextures were failing sometimes.
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由 alteredq 提交于
See #2681
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- 24 11月, 2012 1 次提交
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由 alteredq 提交于
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- 23 11月, 2012 1 次提交
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由 alteredq 提交于
Now morph buffers behave the same like other buffers and do not attempt to get set when materials do not use corresponding attributes. Not having this was crashing deferred rendering when shuffling around materials in G-buffer passes.
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- 22 11月, 2012 4 次提交
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由 alteredq 提交于
Goes with #2657
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由 alteredq 提交于
Removed internal variables _projectionMatrixArray and _viewMatrixArray from WebGLRenderer and render plugins. These are not needed anymore as matrix elements are directly usable for uniforms.
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由 alteredq 提交于
Unfortunately we can't keep these settings always on: without "--jscomp_off=checkTypes" the amount of spam is just too crazy. It complains about tons of normal things, I had to manually dig out few useful warnings among 900 irrelevant ones.
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由 alteredq 提交于
Previous one: Version: 20120710 (revision 2079) Built on: 2012/07/10 20:55 Current one: Version: 20120917 (revision 2180) Built on: 2012/09/17 14:33 Trying to find out why we miss warning about trailing commas (see #2665)
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- 21 11月, 2012 1 次提交
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由 alteredq 提交于
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- 20 11月, 2012 3 次提交
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由 alteredq 提交于
Renamed SpriteMaterial properties: affectedByDistance => sizeAttenuation, mergeWith3D => depthTest. Added support for SpriteMaterial.depthWrite. SpriteMaterial should be now more consistent with other materials.
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由 alteredq 提交于
See discussion in https://github.com/alteredq/three.js/commit/73922dc797557132a36de1418c78f755185a3a53
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由 alteredq 提交于
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- 17 11月, 2012 1 次提交
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由 alteredq 提交于
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- 16 11月, 2012 7 次提交
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由 alteredq 提交于
Fixes #2637
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由 Mr.doob 提交于
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由 alteredq 提交于
Changed WebGLRenderer's sortFacesByMaterial to only split geometry if MeshFaceMaterial is used at the first render. Fixes #2638
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由 alteredq 提交于
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由 alteredq 提交于
Before attributes were enabled just once, when creating a new program and then they were never disabled (with exception of UVs). Now before rendering of the object existing enabled attributes are disabled and attributes required by program are enabled (these GL state changes are cached so they happen only when active geometry or material changes inside a frame). There is still some gray zone for more exotic rendering methods (immediate render objects and render plugins do not disable outstanding enabled attributes, they just enable attributes they need) but we'll address these if they start to make problems. Performance seems to be ok, at least for current examples, though there may be some use cases which could get dramatically slower with these changes (before optimizations naive attribute disabling / enabling every time halved the framerate in performance stress test). Fixes #2633 (hope so)
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 15 11月, 2012 8 次提交
- 14 11月, 2012 6 次提交
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由 Mr.doob 提交于
Also, removed GeometryLoader. I'll try doing the JSONLoader to GeometryLoader change again in the future.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
See #2623.
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由 Mr.doob 提交于
Without CubeGeometry is a little bit easier to follow. Wasn't sure whether doing it like this or using a single material/texture with modified UVs per side. Also, I've had to comment out some code from GeometryUtils that asumed object2 to be a mesh.
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由 alteredq 提交于
See #2628 and #2623
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由 alteredq 提交于
Bumped scene format version to 3.2 Modified correspondingly SceneLoader, SceneExporter, Blender scene exporter and example scene files. See #2628
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- 13 11月, 2012 3 次提交
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由 alteredq 提交于
Testing the impact of normalization of transformed normals in vertex shaders (phong, normal, normalmap, skin simple). It seems the effects on performance are minimal: in several random examples it's either not measurable, or just a tiny bit worse. See #2613
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由 alteredq 提交于
Fixed implications of new MeshFaceMaterial.materials at multiple places (Ray, Projector, ShadowMapPlugin, DepthPassPlugin). Thanks to @WestLangley for vigilance (see #2623).
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由 alteredq 提交于
Patch to #2623
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