1. 30 12月, 2010 1 次提交
  2. 22 12月, 2010 1 次提交
    • M
      Added Terrain + Fog demo. · 93d55298
      Mr.doob 提交于
      WebGLRenderer2: Fixed a possible issue when modifying scene parameters and having only one program (thx alteredq)
      93d55298
  3. 21 12月, 2010 1 次提交
  4. 08 12月, 2010 1 次提交
  5. 03 12月, 2010 1 次提交
  6. 02 12月, 2010 1 次提交
    • A
      Made VBOs reusable. · c0e30b2c
      alteredq 提交于
      The most tangible practical effect is that demos with multiple Lucys / Walts are now initialized much faster ;).
      
      Reuse is achieved mostly by moving mesh chunks / VBOs (formerly called materialFaceGroups) from Mesh into Geometry.
      
      This means sorting of geometry by face materials + breaking large geometries into chunks now has to be done after construction of geometry.
      
      It becomes a step in the usual sequence:
      
          geometry.computeNormals();
          geometry.computeCentroids();
          geometry.sortFacesByMaterial();
      
      If geometry is constructed programmatically (e.g. with GeometryUtils.merge), this has to be called afterwards.
      
      Also of note: single geometry cannot be reused both for flat and smooth shading, as only one stream of normals is baked into VBO.
      c0e30b2c
  7. 19 11月, 2010 1 次提交
    • M
      Started GeometryUtils class. · d961ee52
      Mr.doob 提交于
      MeshUtils.merge( object1, object2 [ geometry | mesh ] ): Merges object2 into object1. Implemented in materials_cubemap_sky.
      d961ee52
  8. 12 11月, 2010 1 次提交