- 03 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 30 11月, 2010 2 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
Moved binary files load progress reporting to Loader.js. Added load progress reporting to demos with larger meshes. To be used like this: var loader = new THREE.Loader( true ); container.appendChild( loader.statusDomElement ); loader.loadBinary( url, function( geometry ) { createScene( geometry ) }, path ); function createScene( geometry ) { ... loader.statusDomElement.style.display = "none"; }
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- 25 11月, 2010 1 次提交
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由 alteredq 提交于
Turns out it is working better over the real web than on localhost (where it seems loading is too fast for Chrome to pick up UI changes, so it queues them and shows them all just after loading is already finished). Still not working properly - getting length of full content, this seems to be unreliable across browser / server combination. Instead passing to callback JSON object with both total and loaded bytes, so this can be handled in the application layer: { total: bytes_total, loaded: bytes_loaded } To be used e.g. like this: loader.loadBinary( url, function( geometry ) { createScene( geometry ) }, path, updateProgress ); function updateProgress( progress ) { var message = "Loaded "; if ( progress.total ) { message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%"; } else { message += ( progress.loaded / 1000 ).toFixed(2) + " KB"; } $( "status" ).innerHTML = message; }
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- 23 11月, 2010 1 次提交
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由 alteredq 提交于
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- 18 11月, 2010 1 次提交
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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
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- 16 11月, 2010 1 次提交
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由 Mr.doob 提交于
Removed Loader.js from compiled lib Fixed examples
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- 15 11月, 2010 2 次提交
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由 Mr.doob 提交于
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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
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- 12 11月, 2010 2 次提交
- 11 11月, 2010 1 次提交
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由 Mr.doob 提交于
At Loader.js, as far as I can see we don't need all that `stride` stuff. Removed/Simplified from createModel() by now. That saves *a lot* of multiplications at init of the geometry.
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- 09 11月, 2010 4 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Added a little sanity check in binary format loader (commented out debug log of computed total file size which should match with real file size).
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由 alteredq 提交于
Optimized binary model format to use indexed UVs. Updated OBJ slim converter and Loader accordingly. This saves about 10% from size of textured binary models.
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由 alteredq 提交于
This saves ~22% from size of textured ASCII models. TODO: make the same for binary model format.
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- 07 11月, 2010 1 次提交
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由 alteredq 提交于
If you want to use binary format, convert OBJ models using "convert_obj_threejs_slim.py" with "-t binary" option. This will now create two files: JS part with materials BIN part with binary buffers Binary models are loaded like this: loader.loadBinary( 'obj/lucy/Lucy250k_bin.js', function( geometry ) { createScene( geometry, s ) }, "obj/lucy" ); (difference to ascii format is that url root must be always specified so loader can find binary buffers file, like it already was for textures) Good news: - raw binary files are quite smaller than raw ascii files (about half size) - loading times went down about 20-25% - now also Firefox can handle 250k triangle mesh (it just bugs about long running script), with ascii format it threw "array initialiser too large" exception Mixed news: - gzipped binary files are only about 25% smaller than gzipped ascii files so actual benefits are smaller, also it's more likely server will have JS gzipping on by default, while you need to set it up for other formats (could be hacked around by naming binary files with JS extension instead of BIN?) Bad news: - browser blocking is back :( Not that it ever went completely away (for large models object creation is more costly than loading and it is blocking), but it was slightly better with ascii loader (where data is loaded as worker's JS body). - this comes from having to use Ajax to load binary data - loading binary data by Ajax from within worker didn't really help, it was in fact slightly slower and browser did freeze :( - can't easily embed binary data in JSON (would need to encode it which would make it bigger, defying the purpose) - Loader got fatter Also in this commit: renamed Loader.loadAsync() => Loader.loadAsciiOld() and Loader.loadWorker() = Loader.loadAscii() so that names correspond to model formats instead of underlying implementation. loadAsciiOld - JS exported by Blender and old OBJ converter loadAscii - JSON created by slim OBJ converter (-t ascii) loadBinary - JSON + BIN created by slim OBJ converter (-t binary) TODO: - look into UV coordinates, should be indexed the same way as vertices, normals and faces are (instead of unrolled per each face) - look into HTML5 File API, binary blobs could help
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- 05 11月, 2010 1 次提交
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由 alteredq 提交于
This is a first step towards eventual binary model format.
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- 04 11月, 2010 1 次提交
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由 alteredq 提交于
The idea is that later there will be more loaders which would load different formats (like OBJLoader, ColladaLoader). Usage (async JS): var loader = new THREE.Loader(); loader.loadAsync( "obj/torus/Torus.js", function() { createScene( new Torus() ) } ); Usage (web worker): var loader = new THREE.Loader(); loader.loadWorker( "obj/torus/Torus_slim.js", function( geometry ) { createScene( geometry ) } ); Web worker loader is useful for large meshes, where it allows browser to stay responsive for longer time and also it can handle larger meshes than async JS loader. Web worker loader needs a simpler format of the model. Web workers can communicate with the main application only via message passing, where messages are JSON objects. There is a new version of OBJ -> Three.js converter (convert_obj_threejs_slim.py) which can produce model in format needed for web workers. All examples which were using models from OBJ converter were refactored to use Loader. Except large mesh example, all examples are using just async JS loading. Web worker loading is there, it's just commented out, as it's a bit pain for local development. Chrome doesn't allow to run web workers from pages accessed via file://, so you need either to run it with "--allow-file-access-from-files" flag, or access examples via local server (http://localhost/example.html).
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