- 16 9月, 2012 1 次提交
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由 Mr.doob 提交于
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- 15 9月, 2012 7 次提交
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由 Mr.doob 提交于
@alteredq try this on your end whenever you can. Not sure if this was done like this because it created problems on angle or something.
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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 Jono Brandel 提交于
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由 Jono Brandel 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 14 9月, 2012 2 次提交
- 12 9月, 2012 4 次提交
- 11 9月, 2012 11 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
This was making mess for non-square textures.
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由 alteredq 提交于
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由 alteredq 提交于
Doing this in multiple steps not to confuse git.
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由 alteredq 提交于
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由 alteredq 提交于
This also adds compressed textures support to UTF8v2Loader. Now with UTF8 + BufferGeometry + DDS we should have quite efficient and GPU friendly asset pipeline. One possible improvement would be using Rich Geldreich's Crunch compression instead of raw DDS for having smaller texture file sizes while downloading: http://code.google.com/p/crunch/ TODO: there seem to be some bug somewhere in our compressed texture pipeline (or in Chrome). I tried Ben's textures converted to DDS and I got boatload of GL warnings :S
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由 alteredq 提交于
Added support for compressed textures to Loader base class. Added compressed textures to JSON loader example. Also moved "startsWith" and "trim" string shims from OBJMTLLoader into Three.js file and added "endsWith" string shim. Downside of using compressed textures is that texture.flipY parameter doesn't work, so either textures or UVs need to be flipped somewhere else in the asset pipeline. This is because WebGL doesn't have access to the content of compressed textures (similar to how automatic mipmaps generation doesn't work with compressed textures, so mipmaps need to be baked in DDS). See discussion on WebGL mailing list here: https://www.khronos.org/webgl/public-mailing-list/archives/1209/msg00024.html For the JSON loader OBJ example I just flipped images in Gimp (other option would be to keep images intact and flip UVs in the application after loading geometry).
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由 alteredq 提交于
For ben model this shrunk creation time 3x (190 ms vs 608 ms). Also memory footprint should be much smaller with BufferGeometry.
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由 alteredq 提交于
Also I think there was a bug with "max_backre" instead of "max_backref" in decompressMesh2 function.
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由 alteredq 提交于
Removed jquery dependencies from MTLLoader and OBJMTLLoader. Cleaned up code a bit, reformatted whitespace. Added example. See #2399
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由 Aditya Sawant 提交于
We can pass the resolution for Anaglyph Effect, Need not to tweak JS again and again. Variable rSz is used to pass resolution numbers, As previous version 512 will be the default resolution if no value passed to function.
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- 10 9月, 2012 9 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
Now that the new version of UTF8 supports materials, we may as well use them.
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由 alteredq 提交于
See #2399
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由 alteredq 提交于
Fixed handling of hierarchies and custom properties for asynchronously loaded objects in SceneLoader. Bah, this one was tricky, all sorts of shenanigans were going on. Hope this is it, I still don't fully understand how "object" variable was keeping value from other invocations of "handle_children" (instead of just being "undefined" after "var object;"), seems like closures keeping value in recursive function calls.
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由 Angel Xuan Chang 提交于
Fix cloneObject to also copy source.useVertexTexture for SkinnedMesh.
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由 Angel Xuan Chang 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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- 09 9月, 2012 3 次提交
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由 alteredq 提交于
Removed "_mesh" suffix in scene format for non-procedural geometries. Bumped up scene format version to 3.1. Updated Blender exporter and examples. See discussion here: https://github.com/alteredq/three.js/commit/718625cdb9b523f97f5923c0cdf543edda9a7bf1
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由 Mr.doob 提交于
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由 alteredq 提交于
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- 08 9月, 2012 2 次提交
- 07 9月, 2012 1 次提交
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由 Mr.doob 提交于
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