- 19 11月, 2011 3 次提交
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由 alteredq 提交于
Also some bugfixes in ShadowMapPlugin and SpritePlugin.
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由 alteredq 提交于
Because TortoiseGit suddenly refuses to make single commit with added and changed files :/
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由 alteredq 提交于
Also some refactoring in plugins. Still not really satisfied with a solution, will need to handle somehow ordering of plugins (both among them and with respect to rest of rendering, this would be needed for example to be able to redo shadow maps as a plugin).
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- 18 11月, 2011 2 次提交
- 16 11月, 2011 1 次提交
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由 alteredq 提交于
Hope so. There is now just a single scene graph update per frame render (plus some extra one-shot updates if light cameras are auto-added to scene graph).
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- 14 11月, 2011 1 次提交
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由 alteredq 提交于
Also fixed RTT example - seems UV mapping for SphereGeometry is now rotated 180 degrees.
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- 12 11月, 2011 1 次提交
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由 alteredq 提交于
Too much caching can break things.
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- 04 11月, 2011 1 次提交
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由 alteredq 提交于
This is supposed to be more efficient as per Apple OpenGL ES recommendations: http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html Also we have been generating mipmaps twice for render targets.
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- 03 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 30 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 29 10月, 2011 7 次提交
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由 Mr.doob 提交于
So we can set it to lowp for mobile devices if needed.
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由 alteredq 提交于
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由 alteredq 提交于
Not sure what was that supposed to be for, we didn't have a single use case.
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由 alteredq 提交于
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由 alteredq 提交于
Also fixed RTT example, it was affected by unlit Lambert change.
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由 alteredq 提交于
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由 alteredq 提交于
Zombies now look correct. Though still getting undebuggable random crashes in Chrome with ro.me animals demo :S
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- 28 10月, 2011 3 次提交
- 27 10月, 2011 4 次提交
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由 alteredq 提交于
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由 alteredq 提交于
More moving ifs out of inner loops.
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由 alteredq 提交于
Also here moved ifs out of the inner loop. Starts to get hard to measure performance impact - baseline JavaScript stuff just to produce some change gets very costly. Simply calling Math.random() hundreds thousands times causes massive garbage collection :S.
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由 alteredq 提交于
No need for copy of attributes map here, attributes list has the same function.
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- 26 10月, 2011 7 次提交
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由 alteredq 提交于
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由 alteredq 提交于
More moving ifs out of inner loops: gained 25% performance for dynamic meshes with custom attributes. Hope I didn't break something.
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由 alteredq 提交于
Moved most of ifs out of inner loops for ~25% performance gain with dynamic meshes. Custom attributes setting for meshes can still be improved more.
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由 alteredq 提交于
This gave us ~13% performance gain for dynamic meshes.
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由 alteredq 提交于
Interestingly, this was breaking OpenGL but not ANGLE.
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由 alteredq 提交于
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由 alteredq 提交于
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- 25 10月, 2011 2 次提交
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由 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.
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由 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) .
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- 24 10月, 2011 2 次提交
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由 alteredq 提交于
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由 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.
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- 23 10月, 2011 2 次提交
- 22 10月, 2011 1 次提交
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由 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).
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- 21 10月, 2011 1 次提交
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由 alteredq 提交于
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