- 01 1月, 2012 2 次提交
- 31 12月, 2011 4 次提交
- 28 12月, 2011 4 次提交
- 27 12月, 2011 5 次提交
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Except special cases like 3d renderers and cube cameras all examples should be now without warnings.
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由 alteredq 提交于
Updated Closure compiler. Added more verbose compile warnings. Fixed all compile warnings. Started to fix runtime warnings in examples. For verbose compile warnings to be practical I had to add externs and disable some warnings manually (there were tons of complains about "global this" and "cannot instantiate non-constructor"). Other solution would be to annotate explicitly constructors all over the code base. (prompted by John Carmack's praise of static code analysis http://altdevblogaday.com/2011/12/24/static-code-analysis/)
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- 25 12月, 2011 1 次提交
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由 Mr.doob 提交于
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- 22 12月, 2011 2 次提交
- 21 12月, 2011 7 次提交
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由 alteredq 提交于
ATI OpenGL shader compiler doesn't seem to like texture access with UV coordinates generated in a loop.
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由 alteredq 提交于
Using boolean vector instead of "if ( expression && expression )". This helps for hard shadows code path. There are still some problems with soft shadows code path, which still don't want to compile.
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由 alteredq 提交于
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由 alteredq 提交于
This exists also in Blender, useful for when you want to add shadows independent of lighting (it's cheaper to turn off SpotLight than to have it with 0 intensity).
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由 alteredq 提交于
Also modified a bit old skin shader - for some reason there was square root just after color * color.
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由 alteredq 提交于
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由 alteredq 提交于
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- 18 12月, 2011 1 次提交
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由 Jörn Zaefferer 提交于
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- 17 12月, 2011 3 次提交
- 16 12月, 2011 1 次提交
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由 alteredq 提交于
With a little twist - per color component mixing of regular and wrap-around lightings.
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- 13 12月, 2011 2 次提交
- 11 12月, 2011 1 次提交
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由 alteredq 提交于
As per @toji's "don't lie to WebGL about your format" recommendations in WebGL Camp 4 talk (http://media.tojicode.com/webglCamp4/#19).
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- 09 12月, 2011 4 次提交
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由 alteredq 提交于
Added Python script for file concatenation with keeping track of file start offsets. This single file way is a bit slower, but should be easier on server / workers (before every part spawned own worker, now all parts for a single model are handled by a single worker).
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由 alteredq 提交于
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由 alteredq 提交于
Command line Windows executable from OpenCTM install.
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由 alteredq 提交于
CTM pipeline produces very small and efficient models, just it's quite involved. Models with multiple materials need to be split into separate files. For this there "split_obj.py" helper script. Also, as CTM format uses indexed shared vertices, with more complex UV unwrapping mesh may need to get preprocessed to create extra vertices for faces which have different UVs for the same vertices (MeshLab can do this).
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- 08 12月, 2011 1 次提交
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由 alteredq 提交于
This is needed to avoid endless loop when generating offsets (when some triangles have vertices spread across offset boundaries).
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- 07 12月, 2011 1 次提交
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由 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)
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- 06 12月, 2011 1 次提交
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由 alteredq 提交于
To be used with care, for the moment there is no mechanism to prevent shooting yourself in the foot with spawning too many workers.
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