1. 20 2月, 2011 2 次提交
  2. 19 2月, 2011 1 次提交
    • A
      Added Ribbon object. · e151ff39
      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.
      e151ff39
  3. 17 2月, 2011 1 次提交
  4. 14 2月, 2011 1 次提交
  5. 13 2月, 2011 1 次提交
    • A
      Fixed broken WebGL support detection. · 8e2f8c8b
      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.
      8e2f8c8b
  6. 07 2月, 2011 1 次提交
    • A
      Added MarchingCubes object. · b198531c
      alteredq 提交于
      Very much work-in-progress. Expect things to change.
      
      Also changed film shader to have optional grayscale (controlled via uniform).
      b198531c
  7. 27 1月, 2011 1 次提交
  8. 26 1月, 2011 2 次提交
  9. 17 1月, 2011 1 次提交
  10. 11 1月, 2011 1 次提交
  11. 09 1月, 2011 1 次提交
  12. 29 12月, 2010 1 次提交
    • A
      Refactored uniforms cloning into separate file so that it can be reused also... · 0fe464c9
      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.
      0fe464c9
  13. 26 12月, 2010 1 次提交
    • A
      Resurrected exponential fog as FogExp2. · fb7788f0
      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.
      fb7788f0
  14. 21 12月, 2010 1 次提交
    • A
      First attempt at fog ;) · 76a56f2f
      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 :(
      76a56f2f
  15. 18 12月, 2010 2 次提交
  16. 06 12月, 2010 2 次提交
  17. 05 12月, 2010 1 次提交
  18. 01 12月, 2010 4 次提交
  19. 30 11月, 2010 2 次提交
    • M
      Merging with alteredq's branch. · 67250c69
      Mr.doob 提交于
      67250c69
    • A
      Added MeshShaderMaterial (and Fresnel shader as its first example). · 45b3ceb7
      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).
      45b3ceb7
  20. 27 11月, 2010 1 次提交
  21. 22 11月, 2010 2 次提交
    • M
      Merging with alteredq's branch. · 45553e88
      Mr.doob 提交于
      45553e88
    • A
      Added MeshCubeMaterial: WebGLRenderer specific material for more efficient... · 0cdd188e
      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.
      0cdd188e
  22. 18 11月, 2010 1 次提交
    • A
      Added cube mapping to WebGLRenderer. Also added cube map example. Finally ;) · 3ee99dc4
      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
      3ee99dc4
  23. 16 11月, 2010 3 次提交
  24. 15 11月, 2010 1 次提交
  25. 13 11月, 2010 2 次提交
  26. 09 11月, 2010 1 次提交
  27. 08 11月, 2010 2 次提交