1. 21 9月, 2011 1 次提交
  2. 06 9月, 2011 1 次提交
  3. 18 7月, 2011 1 次提交
  4. 14 7月, 2011 1 次提交
  5. 03 7月, 2011 2 次提交
  6. 30 6月, 2011 1 次提交
  7. 14 6月, 2011 1 次提交
  8. 12 4月, 2011 1 次提交
  9. 11 4月, 2011 2 次提交
    • A
      Added autoForward option to FlyCamera. · 7713f5cb
      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.
      7713f5cb
    • A
      Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map... · 22bd108a
      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).
      22bd108a
  10. 09 4月, 2011 1 次提交
  11. 02 4月, 2011 1 次提交
  12. 21 3月, 2011 1 次提交
  13. 03 3月, 2011 1 次提交
  14. 02 3月, 2011 1 次提交
  15. 28 2月, 2011 1 次提交
    • A
      Refactored everything to use CamelCase naming for properties. Plus some... · cf2e8c1b
      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?
      cf2e8c1b
  16. 26 2月, 2011 1 次提交
  17. 24 2月, 2011 1 次提交
    • A
      Textures are now updateable. · cff95a11
      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).
      cff95a11
  18. 23 2月, 2011 1 次提交
    • M
      Changed build setup: · fef3c084
      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.
      fef3c084
  19. 22 2月, 2011 1 次提交
  20. 21 2月, 2011 1 次提交
  21. 20 2月, 2011 1 次提交
  22. 14 2月, 2011 1 次提交
  23. 13 2月, 2011 2 次提交
    • A
      Added centralized message for non-WebGL-compatible browser to majority of examples. · 29cf97ee
      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).
      29cf97ee
    • A
      Fixed broken WebGL support detection. · 8e2f8c8b
      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.
      8e2f8c8b
  24. 31 12月, 2010 1 次提交
  25. 26 12月, 2010 3 次提交
    • A
      Resurrected exponential fog as FogExp2. · fb7788f0
      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.
      fb7788f0
    • M
      Improving fog effect :) · 03c5f0f8
      Mr.doob 提交于
      03c5f0f8
    • A
      Added clear color parameter to WebGLRenderer constructor, also added setClearColor API call. · 255c042b
      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 );
      255c042b
  26. 25 12月, 2010 1 次提交
  27. 21 12月, 2010 2 次提交
    • A
      Forgot to remove hardcoded fog color in shader. · 2c1e6a13
      alteredq 提交于
      2c1e6a13
    • A
      First attempt at fog ;) · 76a56f2f
      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 :(
      76a56f2f
  28. 14 12月, 2010 3 次提交