- 25 10月, 2011 8 次提交
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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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由 Mr.doob 提交于
Removed LOD text example. I think LOD example is good enough. Ubiquity test working again. Tweaked README to show the new pattern (Scene first thing created).
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
Fix was trivial, I guess for the moment they can stay.
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Hope so ... looks kinda ok, don't have red-blue glasses.
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- 24 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
This doesn't handle properly order of updates of LOD vs camera.
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由 Mr.doob 提交于
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由 alteredq 提交于
Code is a horrible mess but at least it works. Anyways, some day we should revisit GPU accelerated skinning with a proper pipeline.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
It's going to be handy for the WebGLRenderer (__webglObjects)
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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 5 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 8 次提交
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Just for the sake of consistency, when object properties are not involved performance difference is negligible.
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由 alteredq 提交于
These little buggers were costing 3.35% of the total time in performance test.
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由 alteredq 提交于
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由 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.
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由 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.
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由 alteredq 提交于
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- 19 10月, 2011 1 次提交
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由 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).
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- 18 10月, 2011 4 次提交
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由 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).
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由 alteredq 提交于
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由 alteredq 提交于
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由 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.
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- 16 10月, 2011 3 次提交
- 15 10月, 2011 3 次提交