- 08 4月, 2011 4 次提交
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由 alteredq 提交于
Added handling of mesh colliders to scene loader. Changed Blender scene exporter to make mesh colliders invisible.
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由 alteredq 提交于
This makes lens flares work with postprocessing. Had to change lines color example to use clearAlpha = 1 to get back bloom.
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
Removed pink square method from lens flares in opengl (no partial screen occlusion)
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- 07 4月, 2011 4 次提交
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
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由 alteredq 提交于
Problem was having too many concurrent workers opened at once. Garbage collection apparently works very slowly on workers. Solution was to close them manually, after model data is sent to main thread. Also some progress with Blender scene exporter. Some scenes now export correctly, though monkey test scene got worse, even with less hacky code.
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由 Mr.doob 提交于
- Fixed TorusKnot face orientation. - Added UVs to Cylinder (Cylindrical Mapping) - Fixed Lathe UVs There is something wrong with texture mapping, u needs to be inverted all the time. Something to researching on.
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- 06 4月, 2011 3 次提交
- 05 4月, 2011 4 次提交
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由 alteredq 提交于
MarchingCubes.generateGeometry got forgotten when refactoring vertex normals.
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由 alteredq 提交于
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由 alteredq 提交于
There is a new class Edge which stores vertices and faces for edge (I wasn't sure if indices or references would be better, so at least for the moment it contains both). Geometry now contains a list of such edges, created in JSONLoader, based on edge data exported from Blender. From Blender we get a list of vertex index pairs, from which in Geometry.computeEdgeFaces() we compute faces which share this particular edge and store them in the Edge object. Not sure if edges work properly till we don't have something using them. For now I just checked cube data exported from Blender and it seems fine. Also did some whitespace cleanup here and there.
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由 Bartek Drozdz 提交于
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- 04 4月, 2011 6 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
- OBJ converter now has "-b" option for baking materials' diffuse colors into face colors (if there are morph colormap OBJs/MTLs, first colormap will be used) (material will get "vertexColors" property set to "face") - Blender importer now bakes JSON face colors into Blender vertex colors - Loader now handles "material.vertexColors" with more options - nonexistant property or false will set material to THREE.NoColors - "face" will set material to THREE.FaceColors - anything else will get THREE.VertexColors - fixed bug in JSONLoader where face colors were not properly initialized
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由 alteredq 提交于
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由 Mikael Emtinger 提交于
Added .fog as parameter (to used for enabeling refreshing and setting of fog uniforms in MeshShaderMateiral)
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- 03 4月, 2011 2 次提交
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由 alteredq 提交于
This is backwards compatible: for existing models that don't have scale nothing should change.
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由 alteredq 提交于
- for shader reuse materials from the standard library are now identified just by shader name (MeshShaderMaterials still use full code) - unique shader id strings are constructed via array.join instead of string plus - uniform and attribute locations are now cached in buildProgram (biggest one) Also some smaller optimizations and cleanups in DOF example.
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- 02 4月, 2011 3 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
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由 Mikael Emtinger 提交于
Added Q-button to Quake Camera to freeze update (good to have when debugging stuff so camera go away)
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- 01 4月, 2011 6 次提交
- 31 3月, 2011 4 次提交
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
Added support for THREE.Vector4 as uniform.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Moved materials/RenderTarget.js ⟶ renderer/WebGLRenderTarget.js
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- 30 3月, 2011 3 次提交
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由 alteredq 提交于
DragToLook was weird, instead activeLook can be now used for simple switching on/off of mouse look around.
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由 Mr.doob 提交于
CanvasRenderer: Hocked materials linecap/linejoin/wireframeLinecap/wireframeLinejoin with context.linecap/linejoin. Made it 'round','round' by default again.
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由 Mr.doob 提交于
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- 29 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Added LensFlares. Note that a new blending mode has been added. Added an (quite ugly example). NOTE: this doesn't seem to work on Chrome+Mac+NVIDIA unless you turn off antialias (which I've done in the example).
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