- 12 7月, 2011 3 次提交
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由 alteredq 提交于
Thanks to @fazeaction for spotting this.
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由 alteredq 提交于
All three classes are now in separate files. Updated build script. Fixed runaway globals. Optimized loops ("in" should be used just for iterating over object properties, for arrays it's slow and also traversal order is not guaranteed). Cleaned whitespace. Bit more polished example. Fixed inverted side faces for fish shape.
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由 alteredq 提交于
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- 11 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 08 7月, 2011 2 次提交
- 06 7月, 2011 2 次提交
- 05 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 03 7月, 2011 3 次提交
- 02 7月, 2011 1 次提交
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由 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).
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- 01 7月, 2011 1 次提交
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由 alteredq 提交于
Removed old normal map shader with custom lights.
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- 30 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 20 6月, 2011 1 次提交
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由 alteredq 提交于
Blender normal map support is work-in-progress: - for individual models normal map shader will need to be refactored to use standard scene lights - would be nice to handle also bump maps (a lot of Blender assets do not use "use_normal_map" flag on tangent space normal texture but instead use "use_map_normal" flag on texture slot of grayscale heightmap texture) Also some whitespace cleanup.
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- 19 6月, 2011 2 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
"for ( var i in array )" is slower than "for ( var i = 0; i < array.length; i++ )" http://people.mozilla.com/~dmandelin/KnowYourEngines_Velocity2011.pdf
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- 16 6月, 2011 5 次提交
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由 Sven Andersson 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Also fixed default camera buggy string in Blender scene exporter and changed lightmap parameter name in base Loader (to be consistent with other "maps").
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 15 6月, 2011 2 次提交
- 14 6月, 2011 5 次提交
- 13 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 09 6月, 2011 1 次提交
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由 alteredq 提交于
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- 07 6月, 2011 2 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Reapplied cleanup and bugfixes to zz85's latest Text version, made crashes on bad geometry less fatal. Still doesn't work properly for Gentilis glyps with holes, but at least now you can see something. Also some glyphs from Optimer are still problematic depending on tessellation ("B" and "f").
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- 06 6月, 2011 3 次提交
- 03 6月, 2011 1 次提交
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由 Gregg Tavares 提交于
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- 02 6月, 2011 2 次提交