1. 25 10月, 2011 9 次提交
  2. 24 10月, 2011 7 次提交
  3. 23 10月, 2011 5 次提交
  4. 22 10月, 2011 1 次提交
    • A
      Added "autoUpdateObjects" flag to WebGLRenderer. · 5edfb126
      alteredq 提交于
      This is to be able to skip redundant updates in multipass rendering (like for shadow maps or dynamic cube maps).
      
      Also reshuffled initWebGLObjects calls to have just a single update in a basic scenario of shadow map pass followed by scene render.
      
      Still need to solve somehow potential redundant updates in EffectComposer (which can mix multiple scenes).
      5edfb126
  5. 21 10月, 2011 8 次提交
    • A
      Removing some cruft in WebGLRenderer. · 103154d2
      alteredq 提交于
      103154d2
    • A
      And some more strict equality checking. · 965b199d
      alteredq 提交于
      965b199d
    • A
      More strict equality checking. · f166079d
      alteredq 提交于
      Just for the sake of consistency, when object properties are not involved performance difference is negligible.
      f166079d
    • A
      Small change in setObjectFaces. · b410a780
      alteredq 提交于
      These little buggers were costing 3.35% of the total time in performance test.
      b410a780
    • A
      Cleaned up a bit buffers handling in WebGLRenderer. · b0aae55e
      alteredq 提交于
      b0aae55e
    • A
      All WebGL examples working with array-less materials. · 81b60ea2
      alteredq 提交于
      Noticeable difference: can't anymore assign Material references to faces directly - "face.materials" became "face.materialIndex". Materials have to go to "geometry.materials" array (to which "face.materialIndex" points). This is necessary to allow run-time changing of face materials (this indirection used to be done by arrays).
      
      Some casualties:
      
      - multi-materials example, this functionality isn't possible anymore
      - had to simplify LOD Text examples as LODs don't handle groups (used to fake multi-materials)
      - multi-materials sphere in materials example can't have faces with undefined materials (this may be fixable I guess, when there'll be some real use-case)
      - scene format still has materials arrays, only the last material will be used (except when there are face materials, then materials from JSON will be used, as before)
      
      Other renderers and their corresponding examples were not touched yet.
      
      WebGLRenderer still needs some prettification, some things don't make sense anymore without arrays, code can be cleaned up further.
      81b60ea2
    • A
      Experimenting with array-less materials. · 05b3db4d
      alteredq 提交于
      Do not use for anything, this is just snapshot of a test in progress. I solved quite a few issues, but many things are still clumsy and broken.
      05b3db4d
    • A
      32ba5a56
  6. 19 10月, 2011 1 次提交
    • A
      Experimenting with Phong computed fully in fragment shader. Added new point lights test. · b4f89f4b
      alteredq 提交于
      New per-pixel Phong code is enabled by setting `perPixel` parameter in Phong material.
      
      This version is able to light single untesselated quad correctly.
      
      Also it doesn't have point lights number limitation caused by varyings, all lights pass just through uniforms.
      
      Performance wise it seems surprisingly quite similar to old version (stress test is ~6 fps faster with new version, though I guess for different use cases / GPUs it can differ).
      b4f89f4b
  7. 18 10月, 2011 4 次提交
  8. 16 10月, 2011 3 次提交
  9. 15 10月, 2011 2 次提交