- 20 2月, 2011 2 次提交
-
-
由 Mr.doob 提交于
-
由 alteredq 提交于
This is lifted from greggman's ThreeD http://code.google.com/p/threedlibrary/ Also modified ribbons example to show how to use this.
-
- 19 2月, 2011 1 次提交
-
-
由 alteredq 提交于
It provides a lean way how to render TRIANGLE_STRIP primitives: needs just n+2 vertices for n triangles (one Ribbon = one strip). There are no faces, no indices, everything is rendered in one simple drawArray call. Vertex colors are supported, normals not yet.
-
- 17 2月, 2011 1 次提交
-
-
由 alteredq 提交于
We have been very lucky - setters / getters were not supported till just 2 hours ago (so fresh, I had to build Closure myself from their repo ;). http://code.google.com/p/closure-compiler/issues/detail?id=249 Also some refactoring plus added hackish animation offset feature.
-
- 14 2月, 2011 1 次提交
-
-
由 alteredq 提交于
-
- 13 2月, 2011 1 次提交
-
-
由 alteredq 提交于
Created "THREE.Supports" object, which should centralize this stuff. So far it detects <canvas>, WebGL and WebWorkers; later it could detect for example GPU capabilities. Not sure about name or location, but it's pretty tiring go through all examples when something changes, so it should be somewhere in the library. Code duplication is bad: even html snippets with error message should be centralized somewhere, so that when new browsers arrive we wouldn't have to keep changing them in many places.
-
- 07 2月, 2011 1 次提交
-
-
由 alteredq 提交于
Very much work-in-progress. Expect things to change. Also changed film shader to have optional grayscale (controlled via uniform).
-
- 27 1月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 26 1月, 2011 2 次提交
- 17 1月, 2011 1 次提交
-
-
由 astrodud 提交于
-
- 11 1月, 2011 1 次提交
-
-
由 Szymon Nowak 提交于
-
- 09 1月, 2011 1 次提交
-
-
由 alteredq 提交于
No need to stuff them in different bucket, line-specific stuff is anyway done in `renderBuffer` method. This was prompted by starting with implementation of ParticleSystem. It would be unwieldy to handle three different buckets of objects / buffers.
-
- 29 12月, 2010 1 次提交
-
-
由 alteredq 提交于
Refactored uniforms cloning into separate file so that it can be reused also for MeshShaderMaterials. Also changed MeshShaderMaterial demos to show how to use cloning. For these particular demos uniforms cloning is not really necessary as they use only one instance of shader material, but for example, if there were two normal mapped models in one scene, each model would need separate material with own uniforms.
-
- 26 12月, 2010 1 次提交
-
-
由 alteredq 提交于
For the moment, only one type of fog is baked into shader, depending on scene.fog initial value. If use case arise for dynamic fog type switching, this could be changed, though than both fogs would need to be computed all the time :S.
-
- 21 12月, 2010 1 次提交
-
-
由 alteredq 提交于
For the moment, it works just on Basic / Lambert / Phong materials. Fog must be added to the scene before initialization of WebGLRenderer and scene must be passed to WebGLRenderer constructor (like for lights). I don't know yet how to solve properly MeshShaderMaterial & co :(
-
- 18 12月, 2010 2 次提交
-
-
由 alteredq 提交于
Instant performance boost in all cube mapping demos ;) With panoramas there were insane amounts of unnecessary computations done in fragment shader - basically every pixel on the screen was computing the whole ubershader - ouch ouch ouch! This was the lowest hanging fruit, still some more performance can be gained by removing other stuff from ubershader. Big thanks to mrdoob for starting to question sanity of ubershader ;)
-
由 Mr.doob 提交于
-
- 06 12月, 2010 2 次提交
- 05 12月, 2010 1 次提交
-
-
由 Mr.doob 提交于
-
- 01 12月, 2010 4 次提交
- 30 11月, 2010 2 次提交
-
-
由 Mr.doob 提交于
-
由 alteredq 提交于
MeshShaderMaterial is still work in progress, expect changes. Nice side effect of WebGLRenderer refactoring: optimized one significant bottleneck (with noticeable effect on framerate in some demos), typed arrays corresponding to matrix uniforms are now set (instead of being created anew in each frame). Also created fully full build, with all extras included. This helps with deployment, especially when multiple versions of Three have to coexist in the same folder structure (got burned on this few times already).
-
- 27 11月, 2010 1 次提交
-
-
由 Mr.doob 提交于
CanvasRenderer/SVGRenderer: RenderableFace4 is now gone. Unfortunately it created more problems than it solved. CanvasRenderer now with ShadingSmooth, or something along the lines...
-
- 22 11月, 2010 2 次提交
-
-
由 Mr.doob 提交于
-
由 alteredq 提交于
Added MeshCubeMaterial: WebGLRenderer specific material for more efficient rendering of panoramas when doing cube mapping. Also moved loadImageArray utility function from examples into TextureCube.js To be used like this: var urls = [ "px.jpg", "nx.jpg", "py.jpg", "ny.jpg", "pz.jpg", "nz.jpg" ]; var images = THREE.loadImageArray( urls ); var textureCube = new THREE.TextureCube( images ); // create scene var objectMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff, env_map: textureCube } ) createScene( objectMaterial ); // create panorama var size = 100000; var panoMaterial = new THREE.MeshCubeMaterial( { env_map: textureCube } ); var mesh = new THREE.Mesh( new Cube( size, size, size, 1, 1, null, true ), panoMaterial ); sceneCube.addObject( mesh ); Warning: this functionality is currently changing a lot, expect things to get broken before stabilization.
-
- 18 11月, 2010 1 次提交
-
-
由 alteredq 提交于
TODO: - maybe image array loader should go into TextureCube.js so that people could just reuse the code - it may be worth to be able to specify different combination of environment map and underlying material (in single render pass), currently color/color map/environment map are multiplied, though addition also produces very interesting looking materials
-
- 16 11月, 2010 3 次提交
- 15 11月, 2010 1 次提交
-
-
由 Mr.doob 提交于
Optimised Particles projection in CanvasRenderer.
-
- 13 11月, 2010 2 次提交
- 09 11月, 2010 1 次提交
-
-
由 Mr.doob 提交于
-
- 08 11月, 2010 2 次提交