- 28 12月, 2011 1 次提交
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由 alteredq 提交于
Also refactored a bit regular Phong shader and refreshed Lee-Perry normal map example to be less zombie-like.
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- 27 12月, 2011 2 次提交
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由 alteredq 提交于
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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/)
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- 21 12月, 2011 1 次提交
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由 alteredq 提交于
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- 13 12月, 2011 2 次提交
- 11 12月, 2011 1 次提交
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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).
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- 09 12月, 2011 1 次提交
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由 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).
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- 07 12月, 2011 1 次提交
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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)
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- 06 12月, 2011 1 次提交
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由 alteredq 提交于
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- 03 12月, 2011 1 次提交
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由 alteredq 提交于
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- 02 12月, 2011 1 次提交
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由 alteredq 提交于
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- 30 11月, 2011 2 次提交
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由 alteredq 提交于
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由 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).
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- 29 11月, 2011 1 次提交
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由 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.
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- 25 11月, 2011 7 次提交
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由 alteredq 提交于
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由 Mr.doob 提交于
Implemented again @ekitson's improvement to GeometyUrils.center. Increased light intensity in loader_json_blender example.
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由 Mr.doob 提交于
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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).
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由 Erik Kitson 提交于
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由 Erik Kitson 提交于
Added option to ColladaLoader to recenter all Geometry so that they are centered around the local origin of their containing Mesh.
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由 Mr.doob 提交于
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- 24 11月, 2011 3 次提交
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由 Paolo Moretti 提交于
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由 Paolo Moretti 提交于
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由 Mr.doob 提交于
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- 22 11月, 2011 2 次提交
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由 Erik Kitson 提交于
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由 Mr.doob 提交于
Should fix #779...
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- 21 11月, 2011 6 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Erik Kitson 提交于
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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.
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由 Mr.doob 提交于
Fixes issue #747
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由 Mr.doob 提交于
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- 20 11月, 2011 3 次提交
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由 Mr.doob 提交于
ColladaLoader, checking if responseXML exist before parsing it. Removed ?rnd= bit, not sure why that was there...
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由 Mr.doob 提交于
ColladaLoader tried to access children-less object childrens. Changend JSONLoader try/catch code (better error logs this way).
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由 Jeff Terrace 提交于
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- 19 11月, 2011 4 次提交
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由 alteredq 提交于
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由 Erik Kitson 提交于
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由 Erik Kitson 提交于
Fixed bug caused by incorrect use of Matrix4.decompose(). Also fixed bug in Animation - reference to deprecated Object3D.update() function.
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由 alteredq 提交于
Also some bugfixes in ShadowMapPlugin and SpritePlugin.
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