- 06 8月, 2012 1 次提交
-
-
由 libra guest 提交于
-
- 26 6月, 2012 1 次提交
-
-
由 Mr.doob 提交于
-
- 31 3月, 2011 1 次提交
-
-
由 Mr.doob 提交于
Moved materials/RenderTarget.js ⟶ renderer/WebGLRenderTarget.js
-
- 28 2月, 2011 2 次提交
-
-
由 alteredq 提交于
Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there. Went through all examples, all should work. JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
-
由 Mr.doob 提交于
I don't remember when was the last time I used them. Current Web Developer Tools do this already for you. Color::updateRGBA ⟶ Color::updateRGB
-
- 18 2月, 2011 1 次提交
-
-
由 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.
-
- 12 2月, 2011 1 次提交
-
-
由 alteredq 提交于
This is to be able to control depth buffer writing / testing on per geometry chunk level (before it was possible just to hack it on per scene level via exposed GL context). Disabling depth test is useful for example for additively blended particles, handling of transparency or for having background textured quad. Another option would be to have it on per object level, but then this could prevent different handling of objects with both transparent and opaque parts. Also in this commit: - more progress towards mesh vertex colors - less matrix multiplications in render call - fixed ugly bug in doubleSided / flipSided handling - cleanup of materials - added a lot of missing stuff in debug strings and parameters handlers - normal and depth materials now have opacity parameter - wrote comments for non-obvious things
-
- 25 12月, 2010 1 次提交
-
-
由 Mr.doob 提交于
-
- 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 1 次提交
-
-
由 Mr.doob 提交于
Implemented material blendings (THREE.NormalBlending, THREE.AdditiveBlending, THREE.SubtractiveBlending) in CanvasRenderer Added MeshNormalMaterial (per face)
-
- 13 11月, 2010 1 次提交
-
-
由 Mr.doob 提交于
-
- 06 11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
-
- 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
-
- 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
-
- 16 5月, 2010 2 次提交
-
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
Added THREE namespace Camera.x -> Camera.position.x Camera.target.x -> Camera.target.position.x ColorMaterial -> ColorFillMaterial FaceColorMaterial -> FaceColorFillMaterial Materials are now multipass (use array) Added ColorStrokeMaterial and FaceColorStrokeMaterial geometry.faces.a are now indexes instead of links
-