1. 21 9月, 2011 1 次提交
  2. 13 9月, 2011 1 次提交
  3. 07 9月, 2011 1 次提交
  4. 06 9月, 2011 1 次提交
  5. 01 9月, 2011 2 次提交
    • A
      Added MaskPass to postprocessing and clearTarget to WebGLRenderer. · 59bfd811
      alteredq 提交于
      Masking was real pain to get working with multiple render targets :/.
      
      Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
      59bfd811
    • A
      Refactored postprocessing to use double buffering. · 20fae814
      alteredq 提交于
      Cause everywhere there are warnings about not writing to the same texture which is also being read. Curiously enough this didn't make problems so far (save for mysterious lines when doing "heat" effect in ro.me).
      20fae814
  6. 31 8月, 2011 4 次提交
  7. 30 8月, 2011 3 次提交
  8. 29 8月, 2011 2 次提交
  9. 03 7月, 2011 1 次提交
  10. 02 7月, 2011 1 次提交
    • A
      Extended Loader base class to handle normal map materials. · bb332e5f
      alteredq 提交于
      Plus some more Loader changes:
      
      - fixed diffuse color and opacity being skipped when diffuse texture is present in JSON
      - more proper handling of Phong materials (now use ambient / diffuse / specular / shininess from JSON)
      - added handling of wrap / offset / repeat parameters for all textures
      
      Fixed broken multiple lights indices in new normal map shader and changed displacement scale and bias to saner values.
      
      Fixed broken postprocessing and Earth examples (were not yet translated to use new normal map shader).
      bb332e5f
  11. 14 6月, 2011 1 次提交
  12. 09 4月, 2011 3 次提交
  13. 31 3月, 2011 1 次提交
  14. 28 3月, 2011 1 次提交
  15. 21 3月, 2011 1 次提交
  16. 09 3月, 2011 1 次提交
    • A
      Brought back bloom. · c61f89ba
      alteredq 提交于
      Also updated GUI-DAT (didn't help with recent Chrome compositing bugs, though this is Chrome Windows issue), added FileAPI to Detector and fixed aspect ratio bug in WebGLRenderer.
      c61f89ba
  17. 07 3月, 2011 1 次提交
    • A
      Cleaned up a bit WebGLRenderer. · 2294094a
      alteredq 提交于
      Clearing API for rendering to RenderTarget is now flipped: before forced clearing of render target was default, now no clearing is default.
      
      New way of doing things saves one extra duplicitous clear call when switching render targets (like when doing postprocessing).
      
      (doing documentation is indeed turning out to be useful)
      2294094a
  18. 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
  19. 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
  20. 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
  21. 22 2月, 2011 1 次提交
  22. 20 2月, 2011 1 次提交
  23. 14 2月, 2011 1 次提交
  24. 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
  25. 12 2月, 2011 1 次提交
    • A
      Added "depth_test" parameter to materials. · ad51a48f
      alteredq 提交于
      This is to be able to control depth buffer writing / testing on per geometry chunk level (before it was possible just to hack it on per scene level via exposed GL context).
      
      Disabling depth test is useful for example for additively blended particles, handling of transparency or for having background textured quad.
      
      Another option would be to have it on per object level, but then this could prevent different handling of objects with both transparent and opaque parts.
      
      Also in this commit:
      
      - more progress towards mesh vertex colors
      - less matrix multiplications in render call
      - fixed ugly bug in doubleSided / flipSided handling
      - cleanup of materials
          - added a lot of missing stuff in debug strings and parameters handlers
          - normal and depth materials now have opacity parameter
          - wrote comments for non-obvious things
      ad51a48f
  26. 03 2月, 2011 2 次提交
  27. 02 2月, 2011 2 次提交
  28. 16 1月, 2011 1 次提交