1. 14 11月, 2011 2 次提交
  2. 12 11月, 2011 2 次提交
  3. 07 11月, 2011 1 次提交
    • M
      Refactored SphereGeometry · b406568d
      Mr.doob 提交于
      Now uses Face4 where posible.
      Adde phiStart, phiLenght, thetaStart and thetaLength as extra parameters (useful for doing google-earth-like stuff).
      b406568d
  4. 03 11月, 2011 1 次提交
  5. 30 10月, 2011 4 次提交
  6. 29 10月, 2011 2 次提交
  7. 28 10月, 2011 2 次提交
  8. 26 10月, 2011 1 次提交
  9. 25 10月, 2011 5 次提交
    • M
      Fixed bug in Ray's pointInFace3. · 1f7838a9
      Mr.doob 提交于
      1f7838a9
    • M
      Reverting again · 5916682e
      Mr.doob 提交于
      Actually, this would break cameras added as childs of objects, reverting.
      So there is no clear and simple way to handling multiple scenes unfortunatelly.
      Encouraging `scene.add( camera )` seems like the right thing to do then, less problems.
      5916682e
    • M
      Reverting my thought · 13e4f78a
      Mr.doob 提交于
      Actually, I think this can be handled magically instead of requiring understanding of the concept that the camera is part of the scenegraph.
      While I was at it, I fixed it so you can use a camera for rendering different scenes (the renderer will add it and remove from each scene graph)	.
      13e4f78a
    • M
      Updated builds and tweaked examples · d902ca3b
      Mr.doob 提交于
      Removed LOD text example. I think LOD example is good enough.
      Ubiquity test working again.
      Tweaked README to show the new pattern (Scene first thing created).
      d902ca3b
    • M
      Merging with @alteredq's branch · 747b813b
      Mr.doob 提交于
      747b813b
  10. 24 10月, 2011 3 次提交
    • M
      Updated builds. · e54f2e32
      Mr.doob 提交于
      e54f2e32
    • A
      Got skinning working again. · b2b7282f
      alteredq 提交于
      Code is a horrible mess but at least it works. Anyways, some day we should revisit GPU accelerated skinning with a proper pipeline.
      b2b7282f
    • A
      Got WebGLRenderer working again. · 408c82d3
      alteredq 提交于
      I had to resurrect parts of old code (keeping track of scene graph changes).
      
      Good news: performance is great, new scene graph gains compound with buffers optimizations and non-array materials refactoring. Together we gained about 15% for rotating cubes performance test (pushing max to 2650 cubes at 60 fps).
      
      Still broken with new scene graph: lod, skinning, collisions, AnaglyphWebGLRenderer, ParallaxBarrierWebGLRenderer, multi-canvas circle example.
      408c82d3
  11. 23 10月, 2011 3 次提交
  12. 21 10月, 2011 2 次提交
    • A
      And some more strict equality checking. · 965b199d
      alteredq 提交于
      965b199d
    • A
      All WebGL examples working with array-less materials. · 81b60ea2
      alteredq 提交于
      Noticeable difference: can't anymore assign Material references to faces directly - "face.materials" became "face.materialIndex". Materials have to go to "geometry.materials" array (to which "face.materialIndex" points). This is necessary to allow run-time changing of face materials (this indirection used to be done by arrays).
      
      Some casualties:
      
      - multi-materials example, this functionality isn't possible anymore
      - had to simplify LOD Text examples as LODs don't handle groups (used to fake multi-materials)
      - multi-materials sphere in materials example can't have faces with undefined materials (this may be fixable I guess, when there'll be some real use-case)
      - scene format still has materials arrays, only the last material will be used (except when there are face materials, then materials from JSON will be used, as before)
      
      Other renderers and their corresponding examples were not touched yet.
      
      WebGLRenderer still needs some prettification, some things don't make sense anymore without arrays, code can be cleaned up further.
      81b60ea2
  13. 15 10月, 2011 1 次提交
  14. 12 10月, 2011 1 次提交
  15. 11 10月, 2011 1 次提交
    • A
      Refactored CubeCamera / cube map handling. · addb3a12
      alteredq 提交于
      Before lighting was messed up in dynamically generated cube maps.
      
      Dynamic cube maps need to have flip uniforms (flipEnvMap / tFlip) set to 1, static cube maps to -1 (default).
      
      For standard materials this is handled automatically, it's just something to be aware of when using cube maps in custom ShaderMaterials (dynamic and static cube maps have different cube face orientations, dynamic ones are correct, static ones need flipped x-axis in lookup vector).
      
      There is still mystery of disappearing last cube face (negative-Z) and weirdly clipped objects in cars demo (works ok in simpler test).
      addb3a12
  16. 08 10月, 2011 3 次提交
  17. 07 10月, 2011 4 次提交
  18. 06 10月, 2011 2 次提交