- 10 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 28 2月, 2011 2 次提交
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由 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?
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由 Mr.doob 提交于
I don't remember when was the last time I used them. Current Web Developer Tools do this already for you. Color::updateRGBA ⟶ Color::updateRGB
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- 26 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 24 2月, 2011 1 次提交
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由 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).
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- 22 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 18 2月, 2011 2 次提交
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由 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.
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由 Antonin Hildebrand 提交于
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- 17 2月, 2011 1 次提交
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由 alteredq 提交于
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- 12 2月, 2011 1 次提交
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由 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
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- 11 2月, 2011 1 次提交
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由 alteredq 提交于
Vertex colors for meshes in progress ...
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- 04 2月, 2011 1 次提交
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由 alteredq 提交于
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- 03 2月, 2011 1 次提交
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由 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.
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- 01 2月, 2011 1 次提交
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由 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
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- 29 1月, 2011 1 次提交
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由 alteredq 提交于
Work in progress ...
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- 11 1月, 2011 1 次提交
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由 Szymon Nowak 提交于
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- 10 1月, 2011 1 次提交
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由 Szymon Nowak 提交于
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- 31 12月, 2010 1 次提交
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由 alteredq 提交于
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- 30 12月, 2010 1 次提交
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由 Szymon Nowak 提交于
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- 29 12月, 2010 1 次提交
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由 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.
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- 27 12月, 2010 1 次提交
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由 alteredq 提交于
This is necessary for having multiple materials using the same shaders with different parameters.
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- 26 12月, 2010 1 次提交
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由 Mr.doob 提交于
Moved near/far values from MeshDepthMaterial to Camera (CanvasRenderer/WebGLRenderer/WebGLRenderer2).
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- 25 12月, 2010 2 次提交
- 21 12月, 2010 2 次提交
- 18 12月, 2010 1 次提交
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由 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 ;)
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- 14 12月, 2010 1 次提交
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由 Mr.doob 提交于
Made 0xffffff the default color on all materials (0xeeeeee was making the AO a bit darker).
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- 13 12月, 2010 1 次提交
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由 Mr.doob 提交于
WebGLRenderer optimisation: flattening camera matrices just once per render, it was doing it once per object before. WebGLRenderer2: Trying to re-create WebGLRenderer from scratch... Creating a program per material instead of just one for everything. Seems to be 3x faster by now...
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- 08 12月, 2010 1 次提交
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由 alteredq 提交于
Added vec3 and color parameters for MeshShaderMaterial. Also moved normal and view matrices into default parameters.
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- 06 12月, 2010 1 次提交
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由 Mr.doob 提交于
Added WebGL Texture Filters.
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- 05 12月, 2010 2 次提交
- 04 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 01 12月, 2010 2 次提交
- 30 11月, 2010 2 次提交
- 28 11月, 2010 1 次提交
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由 Mr.doob 提交于
`RefractionMap` ⟶ `RefractionMapping`
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- 27 11月, 2010 1 次提交
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由 Mr.doob 提交于
CanvasRenderer/SVGRenderer: RenderableFace4 is now gone. Unfortunately it created more problems than it solved. CanvasRenderer now with ShadingSmooth, or something along the lines...
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