1. 08 6月, 2012 2 次提交
  2. 18 4月, 2012 1 次提交
  3. 12 4月, 2012 1 次提交
  4. 28 3月, 2012 1 次提交
    • A
      Cleaning up Blender scene exporter and SceneLoader. · 19f0b1f1
      alteredq 提交于
      - removed not anymore existing ro.me specific remains (triggers, mesh colliders and shadow volumes)
      - added custom properties for setting shadow map casting and receiving, depthWrite, depthTest, blending, doubleSided
      - using Blender native "transparency" checkbox for setting out "transparent" property
      - better handling of messed up texture slots
      19f0b1f1
  5. 21 2月, 2012 2 次提交
  6. 10 2月, 2012 1 次提交
  7. 31 1月, 2012 1 次提交
  8. 30 1月, 2012 1 次提交
  9. 19 1月, 2012 1 次提交
  10. 31 12月, 2011 1 次提交
  11. 07 12月, 2011 1 次提交
  12. 25 11月, 2011 1 次提交
  13. 24 11月, 2011 2 次提交
  14. 31 10月, 2011 1 次提交
  15. 28 10月, 2011 1 次提交
  16. 23 10月, 2011 1 次提交
  17. 21 10月, 2011 1 次提交
    • A
      All WebGL examples working with array-less materials. · 81b60ea2
      alteredq 提交于
      Noticeable difference: can't anymore assign Material references to faces directly - "face.materials" became "face.materialIndex". Materials have to go to "geometry.materials" array (to which "face.materialIndex" points). This is necessary to allow run-time changing of face materials (this indirection used to be done by arrays).
      
      Some casualties:
      
      - multi-materials example, this functionality isn't possible anymore
      - had to simplify LOD Text examples as LODs don't handle groups (used to fake multi-materials)
      - multi-materials sphere in materials example can't have faces with undefined materials (this may be fixable I guess, when there'll be some real use-case)
      - scene format still has materials arrays, only the last material will be used (except when there are face materials, then materials from JSON will be used, as before)
      
      Other renderers and their corresponding examples were not touched yet.
      
      WebGLRenderer still needs some prettification, some things don't make sense anymore without arrays, code can be cleaned up further.
      81b60ea2
  18. 15 10月, 2011 1 次提交
  19. 12 10月, 2011 1 次提交
  20. 11 10月, 2011 1 次提交
  21. 06 10月, 2011 1 次提交
  22. 05 10月, 2011 1 次提交
  23. 02 10月, 2011 1 次提交
  24. 21 9月, 2011 1 次提交
  25. 13 9月, 2011 1 次提交
  26. 06 9月, 2011 2 次提交
  27. 27 8月, 2011 1 次提交
  28. 03 8月, 2011 1 次提交
  29. 27 7月, 2011 1 次提交
  30. 08 7月, 2011 2 次提交
  31. 03 7月, 2011 1 次提交
  32. 01 7月, 2011 2 次提交
  33. 20 6月, 2011 1 次提交
    • A
      Added normal maps support to Blender scene exporter and SceneLoader. · f92f3607
      alteredq 提交于
      Blender normal map support is work-in-progress:
       - for individual models normal map shader will need to be refactored to use standard scene lights
       - would be nice to handle also bump maps (a lot of Blender assets do not use "use_normal_map" flag on tangent space normal texture but instead use "use_map_normal" flag on texture slot of grayscale heightmap texture)
      
      Also some whitespace cleanup.
      f92f3607
  34. 17 6月, 2011 1 次提交