1. 28 12月, 2011 1 次提交
  2. 27 12月, 2011 2 次提交
  3. 21 12月, 2011 1 次提交
  4. 13 12月, 2011 2 次提交
  5. 11 12月, 2011 1 次提交
  6. 09 12月, 2011 1 次提交
    • A
      Added handling of materials to CTMLoader. Added more complex CTM example. · b59e818f
      alteredq 提交于
      CTM pipeline produces very small and efficient models, just it's quite involved.
      
      Models with multiple materials need to be split into separate files. For this there "split_obj.py" helper script.
      
      Also, as CTM format uses indexed shared vertices, with more complex UV unwrapping mesh may need to get preprocessed to create extra vertices for faces which have different UVs for the same vertices (MeshLab can do this).
      b59e818f
  7. 07 12月, 2011 1 次提交
    • A
      Added BufferGeometry for direct rendering from typed arrays. · 8ec6317e
      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)
      8ec6317e
  8. 06 12月, 2011 1 次提交
  9. 03 12月, 2011 1 次提交
  10. 02 12月, 2011 1 次提交
  11. 30 11月, 2011 2 次提交
    • A
      3163b797
    • D
      Extruded geometry was treating materials as objects rather than indices and · 5965061c
      Dean Jackson 提交于
      UV mapping of extruded geometry was miscalculated.
      
      - ExtrudeGeometry was documented to take a Three.Material for the
        "material" and "extrudeMaterial" parameters, but the examples and
        usage in TextGeometry showed that these were in fact indices into
        the materials array. This meant that the tests such as "if (material)"
        would evaluate to false if the index passed in was 0 (a very typical
        index to choose :). Simply have the tests check against undefined and
        update the documentation.
      
      - Also, the code that converted a shape into a set of triangles was
        miscalculating the UV offsets. It was correctly dividing the UV by
        the bounding box of the old shape, but was forgetting to offset the
        value from the minimum (which potentially led to negative UVs).
      5965061c
  12. 29 11月, 2011 1 次提交
    • A
      Refactored normal map shader. · 370d20b4
      alteredq 提交于
      Doing normalization of normals / binormals / tangents in fragment shader instead of vertex shader. This seems to help with artefacts appearing in certain models with OpenGL rendering backend.
      
      Also added modulating environment reflection by specular map.
      370d20b4
  13. 25 11月, 2011 7 次提交
  14. 24 11月, 2011 3 次提交
  15. 22 11月, 2011 2 次提交
  16. 21 11月, 2011 6 次提交
  17. 20 11月, 2011 3 次提交
  18. 19 11月, 2011 4 次提交