- 27 10月, 2010 1 次提交
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由 Mr.doob 提交于
* MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode, which is THREE.MeshBitmapMaterialMode.UVMAPPING by default. * Removed MeshFaceColorFillMaterial and MeshFaceColorStrokeMaterial * Added MeshFaceMaterial ( it uses the face.material for that pass ) * CanvasRenderer and SVGRenderer per face material logic changed. * SVGRenderer supports particles again. * WebGLRenderer currently broken :/ * Code clean up
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- 26 10月, 2010 1 次提交
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由 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).
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- 25 10月, 2010 1 次提交
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由 alteredq 提交于
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- 23 10月, 2010 2 次提交
- 22 10月, 2010 1 次提交
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由 alteredq 提交于
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- 21 10月, 2010 1 次提交
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由 alteredq 提交于
Extended CanvasRenderer to be able to handle decals (MeshBitmapUVMappingMaterials as secondary materials). For decals you need to set "decalIndex" property of the material (corresponding to materials index of the original mesh UV material). Added multimaterials example. Fixed forgotten sphere smoothing in OBJ converter example.
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- 20 10月, 2010 1 次提交
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由 Mr.doob 提交于
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- 18 10月, 2010 2 次提交
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由 alteredq 提交于
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由 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)
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- 06 10月, 2010 1 次提交
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由 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
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- 21 9月, 2010 1 次提交
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由 Mr.doob 提交于
- Minor tweaks
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- 17 9月, 2010 1 次提交
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由 Mr.doob 提交于
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- 21 8月, 2010 1 次提交
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由 Mr.doob 提交于
* Additional `Matrix4` and `Vector3` methods
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- 02 8月, 2010 1 次提交
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由 Mr.doob 提交于
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- 25 7月, 2010 1 次提交
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由 Mr.doob 提交于
- Camelcased the minified files (it feels weird both ways anyway...)
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- 24 7月, 2010 2 次提交
- 22 7月, 2010 1 次提交
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由 Mr.doob 提交于
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- 21 7月, 2010 1 次提交
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由 Mr.doob 提交于
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- 19 7月, 2010 2 次提交
- 17 7月, 2010 3 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 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
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- 14 7月, 2010 4 次提交
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由 Mr.doob 提交于
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由 philogb 提交于
Old Vector and Matrix constructor functions would create all methods and make assignments with each call. A lot of speed-ups can be made by using shared properties through the prototype chain. Since methods and initialized properties are shared among all instances they're only created once. Some tests can be seen at examples/performance-test.html Some results: Chrome //6.4 times faster performance-test.html:25 Vector2 x 5000000: 213ms performance-test.html:30 Vector2Orig x 5000000: 1366ms //8.3 times faster performance-test.html:37 Vector3 x 5000000: 241ms performance-test.html:42 Vector3Orig x 5000000: 2015ms //3.8 times faster performance-test.html:49 Vector4 x 5000000: 278ms performance-test.html:54 Vector4Orig x 5000000: 1059ms //7.5 times faster performance-test.html:61 Matrix4 x 5000000: 937ms performance-test.html:66 Matrix4Orig x 5000000: 7004ms Firefox //6.8 times faster Vector2 x 50000: 45ms Vector2Orig x 50000: 307ms //11.5 times faster Vector3 x 50000: 48ms Vector3Orig x 50000: 550ms //3.8 times faster Vector4 x 50000: 61ms Vector4Orig x 50000: 234ms //9.4 times faster Matrix4 x 50000: 199ms Matrix4Orig x 50000: 1878ms where "Orig" are old versions of the objects. Running these tests multiple times can yeild different results due to browser cache. However the results are always kind of similar in terms of speedup.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 12 7月, 2010 3 次提交
- 07 7月, 2010 1 次提交
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由 Mr.doob 提交于
- Matrix4.lookAt fix (CanvasRenderer and SVGRenderer now handle the -Y) - Color class now using 0-1 floats instead of 0-255 integers
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- 04 7月, 2010 1 次提交
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由 Mr.doob 提交于
- Enabled Scene.removeObject - Removed computeNormals() from Geometry
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- 23 6月, 2010 2 次提交
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由 Mr.doob 提交于
- Simplified lookAt in Matrix4 - Added cross() in Vector3
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http://github.com/supereggbert)由 Mr.doob 提交于
- Object3D.overdraw = true to enable CanvasRenderer screen space point expansion hack.
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- 21 6月, 2010 2 次提交
- 20 6月, 2010 1 次提交
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由 Mr.doob 提交于
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- 11 6月, 2010 1 次提交
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由 Mr.doob 提交于
- Added (mandatory) video example - Restructured examples folder
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