1. 28 10月, 2011 2 次提交
  2. 27 10月, 2011 4 次提交
  3. 26 10月, 2011 7 次提交
  4. 25 10月, 2011 2 次提交
    • M
      Reverting again · 5916682e
      Mr.doob 提交于
      Actually, this would break cameras added as childs of objects, reverting.
      So there is no clear and simple way to handling multiple scenes unfortunatelly.
      Encouraging `scene.add( camera )` seems like the right thing to do then, less problems.
      5916682e
    • M
      Reverting my thought · 13e4f78a
      Mr.doob 提交于
      Actually, I think this can be handled magically instead of requiring understanding of the concept that the camera is part of the scenegraph.
      While I was at it, I fixed it so you can use a camera for rendering different scenes (the renderer will add it and remove from each scene graph)	.
      13e4f78a
  5. 24 10月, 2011 2 次提交
    • A
      More correct LOD handling (thanks to @mrdoob for insight). · 609c8c72
      alteredq 提交于
      609c8c72
    • A
      Got WebGLRenderer working again. · 408c82d3
      alteredq 提交于
      I had to resurrect parts of old code (keeping track of scene graph changes).
      
      Good news: performance is great, new scene graph gains compound with buffers optimizations and non-array materials refactoring. Together we gained about 15% for rotating cubes performance test (pushing max to 2650 cubes at 60 fps).
      
      Still broken with new scene graph: lod, skinning, collisions, AnaglyphWebGLRenderer, ParallaxBarrierWebGLRenderer, multi-canvas circle example.
      408c82d3
  6. 23 10月, 2011 2 次提交
  7. 22 10月, 2011 1 次提交
    • A
      Added "autoUpdateObjects" flag to WebGLRenderer. · 5edfb126
      alteredq 提交于
      This is to be able to skip redundant updates in multipass rendering (like for shadow maps or dynamic cube maps).
      
      Also reshuffled initWebGLObjects calls to have just a single update in a basic scenario of shadow map pass followed by scene render.
      
      Still need to solve somehow potential redundant updates in EffectComposer (which can mix multiple scenes).
      5edfb126
  8. 21 10月, 2011 6 次提交
    • A
      Removing some cruft in WebGLRenderer. · 103154d2
      alteredq 提交于
      103154d2
    • A
      More strict equality checking. · f166079d
      alteredq 提交于
      Just for the sake of consistency, when object properties are not involved performance difference is negligible.
      f166079d
    • A
      Small change in setObjectFaces. · b410a780
      alteredq 提交于
      These little buggers were costing 3.35% of the total time in performance test.
      b410a780
    • A
      Cleaned up a bit buffers handling in WebGLRenderer. · b0aae55e
      alteredq 提交于
      b0aae55e
    • A
      All WebGL examples working with array-less materials. · 81b60ea2
      alteredq 提交于
      Noticeable difference: can't anymore assign Material references to faces directly - "face.materials" became "face.materialIndex". Materials have to go to "geometry.materials" array (to which "face.materialIndex" points). This is necessary to allow run-time changing of face materials (this indirection used to be done by arrays).
      
      Some casualties:
      
      - multi-materials example, this functionality isn't possible anymore
      - had to simplify LOD Text examples as LODs don't handle groups (used to fake multi-materials)
      - multi-materials sphere in materials example can't have faces with undefined materials (this may be fixable I guess, when there'll be some real use-case)
      - scene format still has materials arrays, only the last material will be used (except when there are face materials, then materials from JSON will be used, as before)
      
      Other renderers and their corresponding examples were not touched yet.
      
      WebGLRenderer still needs some prettification, some things don't make sense anymore without arrays, code can be cleaned up further.
      81b60ea2
    • A
      Experimenting with array-less materials. · 05b3db4d
      alteredq 提交于
      Do not use for anything, this is just snapshot of a test in progress. I solved quite a few issues, but many things are still clumsy and broken.
      05b3db4d
  9. 19 10月, 2011 1 次提交
    • A
      Experimenting with Phong computed fully in fragment shader. Added new point lights test. · b4f89f4b
      alteredq 提交于
      New per-pixel Phong code is enabled by setting `perPixel` parameter in Phong material.
      
      This version is able to light single untesselated quad correctly.
      
      Also it doesn't have point lights number limitation caused by varyings, all lights pass just through uniforms.
      
      Performance wise it seems surprisingly quite similar to old version (stress test is ~6 fps faster with new version, though I guess for different use cases / GPUs it can differ).
      b4f89f4b
  10. 18 10月, 2011 2 次提交
    • A
      Added "metal" parameter to Phong. Added new materials test. · 22535923
      alteredq 提交于
      Metal makes specular term multiplicative (default is additive). This is to be able to have textured materials that do not have diffuse color, just a specular one, to get metallic look (additive specular gives plastic look).
      22535923
    • A
      Changed ambient handling for Phong and Lambert materials. · 9968b7dc
      alteredq 提交于
      Removed diffuse color influence on ambient term in Phong. This was causing texture disappearance when diffuse color was black.
      
      Made Lambert more similar to Phong: now it also has ambient color parameter. Before ambient light was affecting Lambert as if ambient color was always 0xffffff.
      9968b7dc
  11. 16 10月, 2011 2 次提交
  12. 15 10月, 2011 1 次提交
    • A
      Refactored custom attributes handling to use lists to remove massive bottleneck. · 41eb5006
      alteredq 提交于
      Apparently iterating over object properties is dangerous even if that code path is not executed.
      
      Stress-testing particles buffers setting showed 60% performance increase (in Chrome) even when there were no custom attributes (and thus custom attributes handling code behind "if ( customAttributes )" was never executed).
      
      I suspect this may be caused by some V8 optimization heuristics.
      41eb5006
  13. 12 10月, 2011 2 次提交
  14. 11 10月, 2011 2 次提交
    • A
      Fixed random clipping of objects in WebGLRenderTargetCube / CubeCamera. · d2c6487b
      alteredq 提交于
      Turns out before all cube texture faces shared a single depth buffer.
      
      Last cube face still missing.
      d2c6487b
    • A
      Refactored CubeCamera / cube map handling. · addb3a12
      alteredq 提交于
      Before lighting was messed up in dynamically generated cube maps.
      
      Dynamic cube maps need to have flip uniforms (flipEnvMap / tFlip) set to 1, static cube maps to -1 (default).
      
      For standard materials this is handled automatically, it's just something to be aware of when using cube maps in custom ShaderMaterials (dynamic and static cube maps have different cube face orientations, dynamic ones are correct, static ones need flipped x-axis in lookup vector).
      
      There is still mystery of disappearing last cube face (negative-Z) and weirdly clipped objects in cars demo (works ok in simpler test).
      addb3a12
  15. 08 10月, 2011 2 次提交
  16. 07 10月, 2011 1 次提交
  17. 06 10月, 2011 1 次提交