1. 02 1月, 2012 3 次提交
  2. 27 12月, 2011 2 次提交
  3. 16 12月, 2011 1 次提交
  4. 11 12月, 2011 1 次提交
  5. 07 12月, 2011 1 次提交
    • A
      Added BufferGeometry for direct rendering from typed arrays. · 8ec6317e
      alteredq 提交于
      Work in progress. For the moment works just with CTMLoader. Still not sure where some pieces of code would go.
      
      Upsides:
      	- initialization time cut down significantly (1.8 seconds => 0.7 seconds for CTM example)
      	- much smaller GL buffers thanks to fully used indexing (Walt has 6x less vertices)
      	- consequently much smaller memory footprint all around, both for main and GPU memories,
      	  which means less swapping and better vertex caching
      
      Downsides:
      	- can't have anymore sharp per-face effects like flat shading (at least if mesh is not constructed in a way where each face has own vertices)
      	- can't have multiple materials per mesh
      	- no more easy manipulation of anything (for the moment actually no runtime manipulation at all, typed arrays are just thrown away, dynamic geometries code path not yet implemented)
      8ec6317e
  6. 02 12月, 2011 2 次提交
  7. 29 11月, 2011 2 次提交
  8. 25 11月, 2011 4 次提交
  9. 24 11月, 2011 1 次提交
  10. 22 11月, 2011 1 次提交
  11. 21 11月, 2011 4 次提交
  12. 20 11月, 2011 1 次提交
  13. 19 11月, 2011 2 次提交
  14. 17 11月, 2011 3 次提交
  15. 16 11月, 2011 1 次提交
    • A
      Fixed shadowmap update bug. · f61edd14
      alteredq 提交于
      Hope so. There is now just a single scene graph update per frame render (plus some extra one-shot updates if light cameras are auto-added to scene graph).
      f61edd14
  16. 14 11月, 2011 2 次提交
  17. 12 11月, 2011 2 次提交
  18. 07 11月, 2011 1 次提交
    • M
      Refactored SphereGeometry · b406568d
      Mr.doob 提交于
      Now uses Face4 where posible.
      Adde phiStart, phiLenght, thetaStart and thetaLength as extra parameters (useful for doing google-earth-like stuff).
      b406568d
  19. 04 11月, 2011 1 次提交
  20. 03 11月, 2011 2 次提交
  21. 30 10月, 2011 3 次提交