- 20 11月, 2010 1 次提交
-
-
由 Mr.doob 提交于
-
- 19 11月, 2010 1 次提交
-
-
由 Mr.doob 提交于
Cleaned up the escher cubemap code a bit. Also, I think it looks much nicer without illumination... ? At first I though the cube around the sphere was x-inverted (unless the in tention is to simulate refraction...) I've tried changing that but the effect is still weird. I guess those textures work mainly for the sphere and not for the panorama. I reused the code and did another example using the skymap. More to come ;) I can see some lines at the edges of the planes though. I guess that's antialiasing kicking in. Should be fixed with a proper cube mesh I guess. CanvasRenderer has a property called `autoClear` which is true by default. By making it false you have control of when the renderer cleans the screen (by calling renderer.clear()). I wonder if something like that can be added to the WebGLRenderer? That way we can render the cube outside the spheres from a diferent camera (centered in the middle of the screen) than the spheres floating. Also, added `shading` parameter to `MeshBasicMaterial` (environment mapping was being rendered faceted when using `MeshBasicMaterial` because `shading` was missing (and thus Faceted)).
-
- 18 11月, 2010 1 次提交
-
-
由 alteredq 提交于
TODO: - maybe image array loader should go into TextureCube.js so that people could just reuse the code - it may be worth to be able to specify different combination of environment map and underlying material (in single render pass), currently color/color map/environment map are multiplied, though addition also produces very interesting looking materials
-
- 17 11月, 2010 2 次提交
-
-
由 Mr.doob 提交于
GouraudShading and PhongShading ⟶ SmoothShading
-
由 alteredq 提交于
This is actually tricky due to multimaterials and vertex normals. The practical effects of "shading" parameter in WebGLRenderer are currently following: - if your model has vertex normals, now you can "dumb down" its shading by specifying THREE.FlatShading for MeshLambertMaterial and MeshPhongMaterial - if your model has only face normals, it will always have just flat shading, no matter which shading you set, no escape from this - if your model has multiple materials, smooth shading always "wins", meaning if there is at least one smooth shaded material in multimaterial group, all other materials in this group will be also smooth shaded (this is solvable by having multiple normal buffers, but seems wasteful, at least for the moment, till there are no practical use cases) Currently implemented shading / material combinations: - MeshNormalMaterial: FlatShading [default], GouradShading - MeshDepthMaterial: no shading parameter in material, uses own specific shading - MeshBasicMaterial: no shading parameter in material, uses own specific shading - MeshLambertMaterial: FlatShading, GouraudShading [default] - MeshPhongMaterial: FlatShading, PhongShading [default]
-
- 16 11月, 2010 3 次提交
- 15 11月, 2010 5 次提交
-
-
由 Mr.doob 提交于
Cleaned up CanvasRenderer and SVGRenderer code a bit.
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 alteredq 提交于
Not all features from the new material format are implemented yet, though already now it's more powerful than the old format (you can now use texture also in Basic and Phong materials). Also started to retire old model format: removed old OBJ converter and meshes that it generated. TODO: - take into account shading and blending parameters - transplant cube map support from experimental material
-
由 Mr.doob 提交于
Optimised Particles projection in CanvasRenderer.
-
- 13 11月, 2010 6 次提交
-
-
由 Mr.doob 提交于
Most of the examples working.
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
Almost done porting CanvasRenderer to the new material system (plus some performance gains on the way :D) `Color` now handles hex with no alpha byte (probably there is a nicer way of doing it...)
-
由 alteredq 提交于
-
由 alteredq 提交于
Experimenting with different syntax for materials (just hex instead of THREE.Color in API), checking how it feels with shaders example.
-
- 12 11月, 2010 4 次提交
- 06 11月, 2010 1 次提交
-
-
由 Mr.doob 提交于
-
- 28 10月, 2010 1 次提交
-
-
由 alteredq 提交于
In Chrome it looks more or less ok, but it has some problem in Firefox 4 (with some camera angles there are black areas around edges). Also updated Python builder scripts and examples to include this new material.
-
- 27 10月, 2010 1 次提交
-
-
由 Mr.doob 提交于
* MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode, which is THREE.MeshBitmapMaterialMode.UVMAPPING by default. * Removed MeshFaceColorFillMaterial and MeshFaceColorStrokeMaterial * Added MeshFaceMaterial ( it uses the face.material for that pass ) * CanvasRenderer and SVGRenderer per face material logic changed. * SVGRenderer supports particles again. * WebGLRenderer currently broken :/ * Code clean up
-
- 21 10月, 2010 1 次提交
-
-
由 alteredq 提交于
Extended CanvasRenderer to be able to handle decals (MeshBitmapUVMappingMaterials as secondary materials). For decals you need to set "decalIndex" property of the material (corresponding to materials index of the original mesh UV material). Added multimaterials example. Fixed forgotten sphere smoothing in OBJ converter example.
-
- 18 10月, 2010 1 次提交
-
-
由 unknown 提交于
Added OBJ converter test example. Modified Three.js to handle converted models: - extended WebGL renderer to use texturing - broke down model into multiple VBOs according to materials - textures are lazy created when images get loaded (converter takes care of resizing images to nearest power of 2 dimensions using 2d canvas) - changed material array semantics in Mesh object - before: multiple materials were applied to all faces (broken in WebGL, needs multitexturing shader) - now: there is only single material per face, but one mesh can have faces with different materials - added per vertex normals (to get smooth shading in WebGL)
-
- 21 9月, 2010 1 次提交
-
-
由 Mr.doob 提交于
- Minor tweaks
-
- 17 9月, 2010 1 次提交
-
-
由 Mr.doob 提交于
-
- 03 9月, 2010 1 次提交
-
-
由 Nicolas Garcia Belmonte 提交于
-
- 22 7月, 2010 1 次提交
-
-
由 Mr.doob 提交于
-
- 17 7月, 2010 1 次提交
-
-
由 Mr.doob 提交于
* `Face4` now supports `MeshBitmapUVMappingMaterial` * Changed order of `*StrokeMaterial` parameters. Now it's `color`, `opacity`, `lineWidth`. * `BitmapUVMappingMaterial` > `MeshBitmapUVMappingMaterial` * `ColorFillMaterial` > `MeshColorFillMaterial` * `ColorStrokeMaterial` > `MeshColorStrokeMaterial` * `FaceColorFillMaterial` > `MeshFaceColorFillMaterial` * `FaceColorStrokeMaterial` > `MeshFaceColorStrokeMaterial` * `ColorStrokeMaterial` > `LineColorMaterial` * `Rectangle.instersects` returned false with rectangles with 0px witdh or height
-
- 12 7月, 2010 1 次提交
-
-
由 Mr.doob 提交于
* `Particle` now use `ParticleCircleMaterial` instead of `ColorFillMaterial` * `Particle.size` > `Particle.scale.x` and `Particle.scale.y` * `SVGRenderer` currently out of sync
-
- 20 6月, 2010 1 次提交
-
-
由 Mr.doob 提交于
-
- 11 6月, 2010 1 次提交
-
-
由 Mr.doob 提交于
- Added (mandatory) video example - Restructured examples folder
-
- 10 6月, 2010 1 次提交
-
-
由 Mr.doob 提交于
- Added wireframe view on VR demo
-
- 08 6月, 2010 1 次提交
-
-
由 Mr.doob 提交于
+ Expand UVs (this should fix the glitches)
-
- 07 6月, 2010 1 次提交
-
-
由 Mr.doob 提交于
- CanvasRenderer supports TextureUVMappingMaterial. - Moved UVs to Geometry. - Minor clean up
-
- 06 6月, 2010 1 次提交
-
-
由 Mr.doob 提交于
+ Workaround for WebKit not supporting rgba() in SVG yet + Aesthetic changes on the readme file
-