- 27 1月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 26 1月, 2011 1 次提交
-
-
由 alteredq 提交于
This is very much work in progress - expect things to change and to be broken.
-
- 30 12月, 2010 1 次提交
-
-
由 Szymon Nowak 提交于
-
- 18 12月, 2010 2 次提交
-
-
由 alteredq 提交于
Instant performance boost in all cube mapping demos ;) With panoramas there were insane amounts of unnecessary computations done in fragment shader - basically every pixel on the screen was computing the whole ubershader - ouch ouch ouch! This was the lowest hanging fruit, still some more performance can be gained by removing other stuff from ubershader. Big thanks to mrdoob for starting to question sanity of ubershader ;)
-
由 alteredq 提交于
Instant performance boost by 50% ;).
-
- 30 11月, 2010 2 次提交
-
-
由 Mr.doob 提交于
-
由 alteredq 提交于
MeshShaderMaterial is still work in progress, expect changes. Nice side effect of WebGLRenderer refactoring: optimized one significant bottleneck (with noticeable effect on framerate in some demos), typed arrays corresponding to matrix uniforms are now set (instead of being created anew in each frame). Also created fully full build, with all extras included. This helps with deployment, especially when multiple versions of Three have to coexist in the same folder structure (got burned on this few times already).
-
- 25 11月, 2010 1 次提交
-
-
由 alteredq 提交于
-
- 24 11月, 2010 1 次提交
-
-
由 alteredq 提交于
-
- 23 11月, 2010 1 次提交
-
-
由 alteredq 提交于
This cleaned up cube mapping examples quite a bit ;)
-