- 25 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 23 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 22 1月, 2012 1 次提交
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由 Mr.doob 提交于
Added a silly check on Object3D.add(). It's a quick check and it avoids enless recursivity making the browser silently hang.
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- 21 1月, 2012 3 次提交
- 20 1月, 2012 4 次提交
- 17 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 16 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 15 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 13 1月, 2012 1 次提交
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由 alteredq 提交于
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- 12 1月, 2012 2 次提交
- 10 1月, 2012 1 次提交
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由 alteredq 提交于
After shadow mapping fixes orthographic shadow projection finally started to work. Work in progress. Still need to figure out some way to set up shadow camera automagically with respect to the actual camera (so that whole scene is shadowed when the camera moves). For the moment shadow camera needs to be handled manually (like for SpotLight).
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- 05 1月, 2012 1 次提交
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由 alteredq 提交于
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- 04 1月, 2012 3 次提交
- 03 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 02 1月, 2012 3 次提交
- 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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- 16 12月, 2011 1 次提交
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由 alteredq 提交于
With a little twist - per color component mixing of regular and wrap-around lightings.
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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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- 02 12月, 2011 2 次提交
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由 alteredq 提交于
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由 Mr.doob 提交于
As per Giles recommendation here http://learningwebgl.com/blog/?p=4379
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- 29 11月, 2011 2 次提交
- 25 11月, 2011 4 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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- 24 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 22 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 11月, 2011 1 次提交
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由 alteredq 提交于
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