1. 03 7月, 2011 1 次提交
  2. 17 6月, 2011 1 次提交
  3. 31 3月, 2011 1 次提交
  4. 29 3月, 2011 1 次提交
  5. 26 3月, 2011 1 次提交
  6. 21 3月, 2011 1 次提交
  7. 20 3月, 2011 1 次提交
    • A
      Refactored core and renderer to use new model format. · 9ab427b7
      alteredq 提交于
      Work in progress, not expected to work yet.
      
      (among other things, we don't deal yet with new vertex colors for particles/line/ribbons, for the moment they just use geometry.colors as before, also we need to specify which type of uvs to use somewhere, analogous to which type of vertex colors to use)
      9ab427b7
  8. 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
  9. 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
  10. 17 11月, 2010 1 次提交
  11. 16 11月, 2010 1 次提交
  12. 15 11月, 2010 1 次提交
  13. 13 11月, 2010 1 次提交