- 21 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 06 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 18 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 14 7月, 2011 1 次提交
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由 alteredq 提交于
Somehow this one escaped.
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- 03 7月, 2011 2 次提交
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由 Mr.doob 提交于
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由 Chris Killpack 提交于
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- 30 6月, 2011 1 次提交
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由 Chris Killpack 提交于
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- 14 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 12 4月, 2011 1 次提交
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由 alteredq 提交于
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- 11 4月, 2011 2 次提交
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由 alteredq 提交于
Also changed autoForward in QuakeCamera not to interfere with backwards direction. Tweaked a bit minecraft AO demo, using extra power for more cubes.
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由 alteredq 提交于
Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map shader. Added WebGL Earth FlyCamera demo. Changed normal map shader to multiply specular component with diffuse weighting as specular highlights were appearing in the dark parts. Changed camera look speed in minecraft and terrain demos, they were too fast - I guess as everything got faster with antialiasing off. Reenabled antialiasing in few demos where it was too ugly without (basically anything with lines and without postprocessing). Fixed again spurious invisible characters in empaempa's code (which are breaking everything and are hard to hunt as they look like spaces).
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- 09 4月, 2011 1 次提交
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由 Mr.doob 提交于
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...) Formatting clean up here and there
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- 02 4月, 2011 1 次提交
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由 alteredq 提交于
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- 21 3月, 2011 1 次提交
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由 alteredq 提交于
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- 03 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 02 3月, 2011 1 次提交
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由 Mr.doob 提交于
WebGLRenderer: renamed geometryChunks to geometryGroups :P
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- 28 2月, 2011 1 次提交
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由 alteredq 提交于
Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there. Went through all examples, all should work. JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
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- 26 2月, 2011 1 次提交
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由 alteredq 提交于
Terrains finally have proper controls ;)
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- 24 2月, 2011 1 次提交
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由 alteredq 提交于
That was much tougher than expected. No wonder other WebGL video demos around the web are broken. Firefox OpenGL / ANGLE and Chrome OpenGL were ok, getting it to work in Chrome ANGLE was rather tricky. Please report if something got broken. I tried to go through all textured examples but I may have missed something. If you want to refresh texture on WebGL side, you just set "texture.needsUpdate" flag (if you use Loader or ImageUtils.loadTexture / loadTextureCube everything is taken care of). Flag has to be set also for canvas-based textures, sorry no escaping this :(. I tried and it lead to ugly problems (e.g. AO minecraft demo mixes several asynchronously loaded and generated images into one texture, with autodetect always something was broken). "needsUpdate" should work also on cube textures, though it's not tested yet (also there I didn't put hack for Chrome ANGLE).
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- 23 2月, 2011 1 次提交
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由 Mr.doob 提交于
build/Three.js - Includes all renderers + extras build/custom/ThreeCanvas.js - Canvas renderer only build/custom/ThreeDOM.js - DOM renderer only build/custom/ThreeSVG.js - SVG renderer only build/custom/ThreeWebGL.js - WebGL renderer only build/custom/ThreeExtras.js - Extras only Moved `THREE.Detector.js` to `examples/js/Detector.js`. Updated examples to reflect these changes.
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- 22 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 2月, 2011 1 次提交
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由 alteredq 提交于
Separate commit to have a clean slate for a different changes I want to try in meanwhile.
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- 20 2月, 2011 1 次提交
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由 Mr.doob 提交于
Renamed examples.
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- 14 2月, 2011 1 次提交
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由 alteredq 提交于
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- 13 2月, 2011 2 次提交
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由 alteredq 提交于
That was painful; hopefully since now it should be easier to have it in every WebGL example. It's enough to add one line (ideally as the first thing that gets executed): if ( ! THREE.Supports.webgl ) THREE.Supports.addGetWebGLMessage(); This will add message box with default styling centered near top of the window. Optional parameters "parent" and "id" can be specified for further customization and integration with the document, also message DOM element is returned for easier access. var messageElement = THREE.Supports.addGetWebGLMessage( { parent: container, id: "my_message" } ); By default, message is added to document.body and has id "oldie" (can be styled with CSS).
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由 alteredq 提交于
Created "THREE.Supports" object, which should centralize this stuff. So far it detects <canvas>, WebGL and WebWorkers; later it could detect for example GPU capabilities. Not sure about name or location, but it's pretty tiring go through all examples when something changes, so it should be somewhere in the library. Code duplication is bad: even html snippets with error message should be centralized somewhere, so that when new browsers arrive we wouldn't have to keep changing them in many places.
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- 31 12月, 2010 1 次提交
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由 alteredq 提交于
Code is still rough around edges (it can be made nicer), though it should already produce one-to-one results with ubershader. Side-effect is that scene is no longer required as WebGLRenderer constructor parameter. Shader programs are now constructed upon first frame render and only then scene lights are examined.
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- 26 12月, 2010 3 次提交
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由 alteredq 提交于
For the moment, only one type of fog is baked into shader, depending on scene.fog initial value. If use case arise for dynamic fog type switching, this could be changed, though than both fogs would need to be computed all the time :S.
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由 Mr.doob 提交于
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由 alteredq 提交于
This allows to work around ANGLE antialiasing issue appearing when compositing WebGL framebuffer with transparent background color with HTML canvas element background (while keeping antialiasing on). WebGLRenderer constructor now takes JSON object with few optional parameters: renderer = new THREE.WebGLRenderer { scene: scene, antialias: true, clearColor: 0x000000, clearAlpha: 0 }; Here is how to change clear color in runtime: renderer.setClearColor( 0xff0000, 1 );
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- 25 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 21 12月, 2010 2 次提交
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由 alteredq 提交于
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由 alteredq 提交于
For the moment, it works just on Basic / Lambert / Phong materials. Fog must be added to the scene before initialization of WebGLRenderer and scene must be passed to WebGLRenderer constructor (like for lights). I don't know yet how to solve properly MeshShaderMaterial & co :(
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- 14 12月, 2010 3 次提交
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由 Mr.doob 提交于
Made 0xffffff the default color on all materials (0xeeeeee was making the AO a bit darker).
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由 alteredq 提交于
Thanks to Paul Irish for gist: https://gist.github.com/a9ce964c4dcd08aee976/63562a89d78d44b3a96e37dd361e1a65f51cb559
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由 alteredq 提交于
For some reason it doesn't work with the current Chrome canary (10.0.607.0) when using ANGLE :(. Also OBJ converter demo is having problems with generated tiled texture in latest canary, so it looks like some bug was introduced in ANGLE's handling of UVs (baked AO relies on "zoomed" UVs). Need to investigate more, maybe file a bug report.
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