- 27 4月, 2012 4 次提交
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由 alteredq 提交于
As per discussion in #1803. It's really hard to tell if this has any affect at all as shader creation by itself is so costly it dwarfs everything else.
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由 alteredq 提交于
This is pretty brutal, creating new shaders all the time is very costly.
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由 alteredq 提交于
This seems to work.
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由 alteredq 提交于
This should address #1803 Todo: - write some test - hook this into material.needsUpdate handling - figure out what to do with GL shader objects
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- 26 4月, 2012 2 次提交
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由 Mr.doob 提交于
I guess other examples that have grids should also use this code. Albeit is probably not intuitive enough yet.
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由 Mr.doob 提交于
Optimisations to SoftwareRenderer2. Added SoftwareRenderer3 featuring @rygorous's awesome rasteriser algorythim. Sadly SoftwareRenderer3 is much slower than SoftwareRenderer2. I have the feeling it's drawing outside the buffer. Need to investivate.
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- 25 4月, 2012 4 次提交
- 24 4月, 2012 13 次提交
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Still need to fix influence sorting.
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由 alteredq 提交于
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由 Mr.doob 提交于
Need to clean up/benchmark.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
I guess I was just trying to avoid doing the vertex colors thingie :P
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由 Mr.doob 提交于
Now lets see if I can get vertex colors...
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由 zz85 提交于
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由 zz85 提交于
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由 zz85 提交于
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由 zz85 提交于
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由 Mr.doob 提交于
Maybe we need a build/custom/ThreeCore.js though...
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- 23 4月, 2012 10 次提交
- 22 4月, 2012 7 次提交