1. 27 10月, 2010 1 次提交
  2. 26 10月, 2010 2 次提交
    • A
      Premultiplied alpha in WebGLRenderer for MeshColorFillMaterial and... · 87e0d754
      alteredq 提交于
      Premultiplied alpha in WebGLRenderer for MeshColorFillMaterial and MeshColorStrokeMaterial (to get closer to CanvasRenderer look).
      87e0d754
    • A
      Refactored multimaterials to also work with non-textured models composed from... · 277d117b
      alteredq 提交于
      Refactored multimaterials to also work with non-textured models composed from multiple material groups.
      
      Old version was doing massive overdraw (whole mesh was drawn for each material).
      
      Even current solution is still quite messy: there is a different behavior for stroke and fill materials (when used as secondary materials).
      
      Stroke materials are applied to the complete mesh (as most common use case seems to be wireframe) while fill materials now apply only to faces within single material group (when "decalIndex" property of secondary fill material is set).
      277d117b
  3. 25 10月, 2010 2 次提交
  4. 23 10月, 2010 1 次提交
  5. 22 10月, 2010 1 次提交
  6. 18 10月, 2010 1 次提交
    • U
      Added OBJ -> Three.js converter. · 60c23544
      unknown 提交于
      Added OBJ converter test example.
      
      Modified Three.js to handle converted models:
      
       - extended WebGL renderer to use texturing
         - broke down model into multiple VBOs according to materials
         - textures are lazy created when images get loaded
           (converter takes care of resizing images to nearest power of 2
            dimensions using 2d canvas)
      
       - changed material array semantics in Mesh object
          - before: multiple materials were applied to all faces (broken in WebGL, needs multitexturing shader)
          - now: there is only single material per face, but one mesh can have faces with different materials
      
       - added per vertex normals (to get smooth shading in WebGL)
      60c23544
  7. 06 10月, 2010 1 次提交
    • M
      * Added `PointLight` · 647b4a57
      Mr.doob 提交于
      * `CanvasRenderer` and `SVGRenderer` basic lighting support (`*ColorStroke`/`*ColorFill` only)
      * `Renderer` > `Projector`. `CanvasRenderer`, `SVGRenderer` and `DOMRenderer` do not extend anymore
      * Interactivity base code (hdi folder). To be refactored... ([mindlapse](http://github.com/mindlapse))
      * Added `computeCentroids` method to `Geometry`
      * Included `Stats.js` directly in the `/examples` folder to avoid the need of internet for playing around
      647b4a57
  8. 29 9月, 2010 1 次提交
  9. 09 9月, 2010 4 次提交
  10. 03 9月, 2010 2 次提交
  11. 17 7月, 2010 1 次提交
    • M
      * Refactored `CanvasRenderer` (more duplicated code, but easier to handle) · 8f543db1
      Mr.doob 提交于
      * `Face4` now supports `MeshBitmapUVMappingMaterial`
      * Changed order of `*StrokeMaterial` parameters. Now it's `color`, `opacity`, `lineWidth`.
      * `BitmapUVMappingMaterial` > `MeshBitmapUVMappingMaterial`
      * `ColorFillMaterial` > `MeshColorFillMaterial`
      * `ColorStrokeMaterial` > `MeshColorStrokeMaterial`
      * `FaceColorFillMaterial` > `MeshFaceColorFillMaterial`
      * `FaceColorStrokeMaterial` > `MeshFaceColorStrokeMaterial`
      * `ColorStrokeMaterial` > `LineColorMaterial`
      * `Rectangle.instersects` returned false with rectangles with 0px witdh or height
      8f543db1
  12. 07 7月, 2010 1 次提交