- 05 1月, 2012 1 次提交
-
-
由 alteredq 提交于
-
- 04 1月, 2012 3 次提交
- 03 1月, 2012 1 次提交
-
-
由 Mr.doob 提交于
-
- 02 1月, 2012 3 次提交
- 27 12月, 2011 2 次提交
-
-
由 alteredq 提交于
-
由 alteredq 提交于
Updated Closure compiler. Added more verbose compile warnings. Fixed all compile warnings. Started to fix runtime warnings in examples. For verbose compile warnings to be practical I had to add externs and disable some warnings manually (there were tons of complains about "global this" and "cannot instantiate non-constructor"). Other solution would be to annotate explicitly constructors all over the code base. (prompted by John Carmack's praise of static code analysis http://altdevblogaday.com/2011/12/24/static-code-analysis/)
-
- 16 12月, 2011 1 次提交
-
-
由 alteredq 提交于
With a little twist - per color component mixing of regular and wrap-around lightings.
-
- 11 12月, 2011 1 次提交
-
-
由 alteredq 提交于
As per @toji's "don't lie to WebGL about your format" recommendations in WebGL Camp 4 talk (http://media.tojicode.com/webglCamp4/#19).
-
- 07 12月, 2011 1 次提交
-
-
由 alteredq 提交于
Work in progress. For the moment works just with CTMLoader. Still not sure where some pieces of code would go. Upsides: - initialization time cut down significantly (1.8 seconds => 0.7 seconds for CTM example) - much smaller GL buffers thanks to fully used indexing (Walt has 6x less vertices) - consequently much smaller memory footprint all around, both for main and GPU memories, which means less swapping and better vertex caching Downsides: - can't have anymore sharp per-face effects like flat shading (at least if mesh is not constructed in a way where each face has own vertices) - can't have multiple materials per mesh - no more easy manipulation of anything (for the moment actually no runtime manipulation at all, typed arrays are just thrown away, dynamic geometries code path not yet implemented)
-
- 02 12月, 2011 2 次提交
-
-
由 alteredq 提交于
-
由 Mr.doob 提交于
As per Giles recommendation here http://learningwebgl.com/blog/?p=4379
-
- 29 11月, 2011 2 次提交
- 25 11月, 2011 4 次提交
-
-
由 alteredq 提交于
-
由 Mr.doob 提交于
Implemented again @ekitson's improvement to GeometyUrils.center. Increased light intensity in loader_json_blender example.
-
由 Mr.doob 提交于
-
由 alteredq 提交于
Turns out it may be useful after all, seems some GPUs may have troubles dealing with texture coordinates outside of <0,1> (need to be tested if normalization helps there).
-
- 24 11月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 22 11月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 21 11月, 2011 4 次提交
-
-
由 alteredq 提交于
-
由 alteredq 提交于
-
由 Mr.doob 提交于
-
由 alteredq 提交于
This should allow attaching of lights to objects. As a side effect, directional lights positions don't need to be normalized explicitly anymore. Also changed viewport dimensions passed to render plugins to work with render targets with different dimensions than the screen framebuffer. And fixed new dependencies in build script.
-
- 20 11月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 19 11月, 2011 2 次提交
-
-
由 alteredq 提交于
"Fixed typos in Matrix4's transpose() and getInverse()" https://github.com/AddictArts/three.js/commit/62d2560b3c7b9868fc25f628c4022448aaff6b00
-
由 alteredq 提交于
Also some bugfixes in ShadowMapPlugin and SpritePlugin.
-
- 17 11月, 2011 3 次提交
- 16 11月, 2011 1 次提交
-
-
由 alteredq 提交于
Hope so. There is now just a single scene graph update per frame render (plus some extra one-shot updates if light cameras are auto-added to scene graph).
-
- 14 11月, 2011 2 次提交
- 12 11月, 2011 2 次提交
- 07 11月, 2011 1 次提交
-
-
由 Mr.doob 提交于
Now uses Face4 where posible. Adde phiStart, phiLenght, thetaStart and thetaLength as extra parameters (useful for doing google-earth-like stuff).
-
- 04 11月, 2011 1 次提交
-
-
由 Mr.doob 提交于
Proper IcosahedronGeometry next...
-