1. 10 3月, 2011 1 次提交
  2. 28 2月, 2011 2 次提交
  3. 26 2月, 2011 1 次提交
  4. 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
  5. 22 2月, 2011 1 次提交
  6. 18 2月, 2011 2 次提交
    • A
      A lot of bugfixing and refactoring. · 2ecbe2de
      alteredq 提交于
      - getters/setters are no more in Vector3
        - object hierarchies thus don't use "isDirty"
        - this was completely killing performance for anything that was touching a lot of Vector3 like creation of meshes and dynamic buffers
        - even without this, performance of hierarchies went up (a lot)
      
      - objects do not get passed renderer anymore
        - camera was almost also removed, but this is useful for LOD (though there may be some cleaner way to do this?)
      
      - material ids are now unified, this makes "geometry.sortFacesByMaterial" faster (thus scene init / GUI blocking is shorter)
      
      - all WebGL examples should work now (render-to-texture has weird lights and in some camera control feels different)
      
      - CanvasRender still broken, despite many efforts :(
         - currently only points and lines work, faces don't show up. I think this may need assistance from mrdoob.
      2ecbe2de
    • A
      add THREE.ReverseSubtractiveBlending · d65ef66a
      Antonin Hildebrand 提交于
      d65ef66a
  7. 17 2月, 2011 1 次提交
  8. 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
  9. 11 2月, 2011 1 次提交
  10. 04 2月, 2011 1 次提交
  11. 03 2月, 2011 1 次提交
    • A
      Added billboard particles (semi-opaque depth sorted). · 8227d9f1
      alteredq 提交于
      Work in progress, caveats:
      
      - sort happens just inside one ParticleSystems, so everything gets messed up when more ParticleSystems are in the same screen space
      - not yet solved proper order of operations, if you change object transform, you need to update ParticleSystem object matrix manually before rendering (so that sort works, otherwise it will use transform from previous frame)
      
      Also fixed transparency in fog and did small optimizations in WebGLRenderer.
      8227d9f1
  12. 01 2月, 2011 1 次提交
    • A
      Added elementary support for particles to WebGLRenderer. · 54e3bc61
      alteredq 提交于
      It works more or less the same as lines:
      
        - particles are passed to ParticleSystem object as geometry
        - material is ParticleBasicMaterial (textures should be supported, not tested yet)
        - geometry can be updated by setting "__dirtyVertices" property of the geometry
      54e3bc61
  13. 29 1月, 2011 1 次提交
  14. 11 1月, 2011 1 次提交
  15. 10 1月, 2011 1 次提交
  16. 31 12月, 2010 1 次提交
  17. 30 12月, 2010 1 次提交
  18. 29 12月, 2010 1 次提交
    • A
      Refactored uniforms cloning into separate file so that it can be reused also... · 0fe464c9
      alteredq 提交于
      Refactored uniforms cloning into separate file so that it can be reused also for MeshShaderMaterials.
      
      Also changed MeshShaderMaterial demos to show how to use cloning. For these particular demos uniforms cloning is not really necessary as they use only one instance of shader material, but for example, if there were two normal mapped models in one scene, each model would need separate material with own uniforms.
      0fe464c9
  19. 27 12月, 2010 1 次提交
  20. 26 12月, 2010 1 次提交
  21. 25 12月, 2010 2 次提交
  22. 21 12月, 2010 2 次提交
  23. 18 12月, 2010 1 次提交
    • A
      Retired MeshCubeMaterial: replaced it with MeshShaderMaterial "cube" defined in ShaderUtils. · 5e74c741
      alteredq 提交于
      Instant performance boost in all cube mapping demos ;)
      
      With panoramas there were insane amounts of unnecessary computations done in fragment shader - basically every pixel on the screen was computing the whole ubershader - ouch ouch ouch!
      
      This was the lowest hanging fruit, still some more performance can be gained by removing other stuff from ubershader.
      
      Big thanks to mrdoob for starting to question sanity of ubershader ;)
      5e74c741
  24. 14 12月, 2010 1 次提交
  25. 13 12月, 2010 1 次提交
  26. 08 12月, 2010 1 次提交
  27. 06 12月, 2010 1 次提交
  28. 05 12月, 2010 2 次提交
  29. 04 12月, 2010 1 次提交
  30. 01 12月, 2010 2 次提交
  31. 30 11月, 2010 2 次提交
  32. 28 11月, 2010 1 次提交
  33. 27 11月, 2010 1 次提交