- 15 11月, 2010 17 次提交
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由 Mr.doob 提交于
Cleaned up CanvasRenderer and SVGRenderer code a bit.
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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 alteredq 提交于
It's commented out, as it breaks shader validation in current Chrome :(. There seems to be some bug in Chrome / ANGLE making it barf when using "gl_FragCoord" in fragment shader. Curiously, while it breaks both 9.0.576.0 dev channel and latest continuous build 9.0.583.0, it does work fine in canary build with the same version as dev channel (9.0.576.0). Go figure. Also in Firefox 4 beta 7 it works fine. It seems there were some recent changes in handling of "gl_FragCoord" on Windows which probably broke something when fixing other bug: http://code.google.com/p/chromium/issues/detail?id=59762 http://code.google.com/p/angleproject/issues/detail?id=71 TODO: make isolated test case and submit bug report (if this doesn't go away in next Chrome update).
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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
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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 alteredq 提交于
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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 alteredq 提交于
Have to commit broken build (missing MeshDepthMaterial.js) as git doesn't want to proceed with new merge till the old one is not committed :(
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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 alteredq 提交于
Not all features from the new material format are implemented yet, though already now it's more powerful than the old format (you can now use texture also in Basic and Phong materials). Also started to retire old model format: removed old OBJ converter and meshes that it generated. TODO: - take into account shading and blending parameters - transplant cube map support from experimental material
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由 Mr.doob 提交于
Optimised Particles projection in CanvasRenderer.
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- 13 11月, 2010 9 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Most of the examples working.
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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
Almost done porting CanvasRenderer to the new material system (plus some performance gains on the way :D) `Color` now handles hex with no alpha byte (probably there is a nicer way of doing it...)
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由 alteredq 提交于
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由 alteredq 提交于
Experimenting with different syntax for materials (just hex instead of THREE.Color in API), checking how it feels with shaders example.
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由 unknown 提交于
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由 unknown 提交于
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- 12 11月, 2010 10 次提交
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由 alteredq 提交于
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由 alteredq 提交于
First attempt at MeshBasicMaterial / MeshLambertMaterial / MeshPhongMaterial. Also: testing branching :) This is not supposed to work yet, all is in the flux, do not base any code on this.
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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
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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
* THREE.Rectangle: `_x1`, ` _x2`, `_y1`, `_y2` ⟶ `_left`, `_right`, `_top`, `_bottom`
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由 alteredq 提交于
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由 alteredq 提交于
TODO: still could save some more multiplication by precomputing offsets for individual components of the elements.
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- 11 11月, 2010 4 次提交
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由 Mr.doob 提交于
At Loader.js, as far as I can see we don't need all that `stride` stuff. Removed/Simplified from createModel() by now. That saves *a lot* of multiplications at init of the geometry.
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由 Mr.doob 提交于
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由 alteredq 提交于
Tested exporters with new Blender 2.55 Beta. It seems both old and new one work without any changes \o/
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由 alteredq 提交于
Such broken materials will be replaced by dummy materials names like this "undefined_dummy_5".
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