- 14 11月, 2011 9 次提交
- 13 11月, 2011 1 次提交
-
-
由 Lars Huttar 提交于
-
- 12 11月, 2011 5 次提交
- 11 11月, 2011 4 次提交
- 10 11月, 2011 1 次提交
-
-
由 alteredq 提交于
Dynamic terrain example now creates a specular texture from the color texture. That saves 2.17 MB download. Just I had to drop materials pre-initialization, for some reason this doesn't play nice with having extra scene / render target :S. In theory also detail normal texture could be computed from the color texture, just we need some nicer normal map filter (Gimp plugin has 9 different ones).
-
- 09 11月, 2011 2 次提交
- 07 11月, 2011 3 次提交
- 05 11月, 2011 3 次提交
- 04 11月, 2011 4 次提交
-
-
由 alteredq 提交于
This is supposed to be more efficient as per Apple OpenGL ES recommendations: http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html Also we have been generating mipmaps twice for render targets.
-
由 alteredq 提交于
-
由 alteredq 提交于
It was quite a pain - ArrayBuffers / Typed Arrays are fussy about byte alignment - but seems to be worth it. Parsing times are down (modest gains for small objects / Firefox, bigger gains for large objects / Chrome, performance gains from 10% - 200%). Also as a positive side effect, changing interleaved face arrays into uniform arrays seems to have helped a bit with gzip compression (about 6% smaller size for gzipped 526K Lucy).
-
由 Mr.doob 提交于
Proper IcosahedronGeometry next...
-
- 03 11月, 2011 4 次提交
- 01 11月, 2011 4 次提交