1. 19 11月, 2011 3 次提交
    • A
      Changed Projector to use Frustum. · 3ded4a40
      alteredq 提交于
      Also some bugfixes in ShadowMapPlugin and SpritePlugin.
      3ded4a40
    • A
      Rest of the commit. · 0c78ae95
      alteredq 提交于
      Because TortoiseGit suddenly refuses to make single commit with added and changed files :/
      0c78ae95
    • A
      Made SpritePlugin and LensFlare plugins default. · 4be5880b
      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).
      4be5880b
  2. 18 11月, 2011 2 次提交
  3. 16 11月, 2011 1 次提交
    • A
      Fixed shadowmap update bug. · f61edd14
      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).
      f61edd14
  4. 14 11月, 2011 1 次提交
  5. 12 11月, 2011 1 次提交
  6. 04 11月, 2011 1 次提交
  7. 03 11月, 2011 1 次提交
  8. 30 10月, 2011 1 次提交
  9. 29 10月, 2011 7 次提交
  10. 28 10月, 2011 3 次提交
  11. 27 10月, 2011 4 次提交
  12. 26 10月, 2011 7 次提交
  13. 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
  14. 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
  15. 23 10月, 2011 2 次提交
  16. 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
  17. 21 10月, 2011 1 次提交