- 30 12月, 2010 1 次提交
-
-
由 Szymon Nowak 提交于
-
- 22 12月, 2010 1 次提交
-
-
由 Mr.doob 提交于
WebGLRenderer2: Fixed a possible issue when modifying scene parameters and having only one program (thx alteredq)
-
- 21 12月, 2010 1 次提交
-
-
由 Mr.doob 提交于
Projector::projectScene now does a first pass through Projector::projectObject (which does frustum culling and object sorting). So now CanvasRenderer and SVGRenderer feature frustum culling too.
-
- 08 12月, 2010 1 次提交
-
-
由 Mr.doob 提交于
-
- 03 12月, 2010 1 次提交
-
-
由 Mr.doob 提交于
-
- 02 12月, 2010 1 次提交
-
-
由 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.
-
- 19 11月, 2010 1 次提交
-
-
由 Mr.doob 提交于
MeshUtils.merge( object1, object2 [ geometry | mesh ] ): Merges object2 into object1. Implemented in materials_cubemap_sky.
-
- 12 11月, 2010 1 次提交
-
-
由 Mr.doob 提交于
-