1. 15 11月, 2012 2 次提交
  2. 13 11月, 2012 1 次提交
  3. 11 11月, 2012 1 次提交
    • A
      Added area weighted vertex normals computation to Geometry. · b5390e93
      alteredq 提交于
      See discussion in #2613
      
      Finally I just left it behind a flag. I was not able to get as good results for TextGeometry as with unweighted method and split materials for side and front faces.
      
      I wonder how I got that nice look as in screenshot I posted in the issue. It still does look better with weighted than unweighted but nowhere so close as in that screenshot. Either I did some mistake when testing before or there is some bug in implementation now.
      b5390e93
  4. 09 11月, 2012 1 次提交
  5. 06 11月, 2012 2 次提交
  6. 20 10月, 2012 1 次提交
    • A
      Added support for vertex normals to Ribbons. · 7c4269ef
      alteredq 提交于
      Not tested yet, but it should work in the same way like vertex colors in Ribbons: add one Vector3 with normal per vertex to "geometry.normals" array.
      
      It's then up to the application layer to fill in proper values. It's use case specific how normals for triangle strips would get computed - for simple ribbon meshes it could be very similar like smooth normal computation for regular Mesh objects.
      
      If degenerate triangles are used for pseudo-connected single ribbon mesh planes, application would need to take into account vertex adjacency.
      7c4269ef
  7. 17 10月, 2012 1 次提交
  8. 04 10月, 2012 5 次提交
  9. 15 8月, 2012 4 次提交
  10. 08 8月, 2012 1 次提交
  11. 07 8月, 2012 1 次提交
  12. 13 7月, 2012 1 次提交
    • Z
      Fix for #2175 · 5b07ee34
      zz85 提交于
      - When a Face4 have duplicated vertices,
      Geometry.mergeVertices() converts it into a Face3
      - Face3 now copies normal, color, materialIndex, vertexColors
      from the original Face4
      5b07ee34
  13. 10 7月, 2012 1 次提交
    • A
      Added dynamic updating of BufferGeometry. Added BufferGeometry.applyMatrix.... · 098d3eda
      alteredq 提交于
      Added dynamic updating of BufferGeometry. Added BufferGeometry.applyMatrix. Added Matrix4.multiplyVector3Array.
      
      CTMLoader now keeps references to typed arrays used to initialize GL buffers. These are later on deleted in WebGLRenderer (by default, if BufferGeometry.dynamic flag is not set).
      
      Fixes #2166
      
      (this commit should go to `unflipped` branch, it assumes straightforward UVs)
      098d3eda
  14. 26 5月, 2012 1 次提交
  15. 19 4月, 2012 1 次提交
  16. 15 4月, 2012 1 次提交
  17. 13 4月, 2012 1 次提交
  18. 07 4月, 2012 1 次提交
  19. 25 2月, 2012 1 次提交
    • A
      Merge part 2. · 025fb624
      alteredq 提交于
      This adds Vector3.getRotationFromQuaternion and changes Object3D.applyMatrix to use Matrix4.decompose.
      
      Also added SceneUtils.attach / detach and cleaned up unused vector parameter in Geometry.applyMatrix.
      025fb624
  20. 01 2月, 2012 1 次提交
    • A
      Refactored morph normals to be optional. · cb41542a
      alteredq 提交于
      Default computation of morph normals for all models with morphs was taking unnecessary time and memory.
      
      Also made it less resource intensive to recompute morph normals.
      cb41542a
  21. 31 1月, 2012 2 次提交
  22. 28 1月, 2012 1 次提交
  23. 07 12月, 2011 1 次提交
    • A
      Added BufferGeometry for direct rendering from typed arrays. · 8ec6317e
      alteredq 提交于
      Work in progress. For the moment works just with CTMLoader. Still not sure where some pieces of code would go.
      
      Upsides:
      	- initialization time cut down significantly (1.8 seconds => 0.7 seconds for CTM example)
      	- much smaller GL buffers thanks to fully used indexing (Walt has 6x less vertices)
      	- consequently much smaller memory footprint all around, both for main and GPU memories,
      	  which means less swapping and better vertex caching
      
      Downsides:
      	- can't have anymore sharp per-face effects like flat shading (at least if mesh is not constructed in a way where each face has own vertices)
      	- can't have multiple materials per mesh
      	- no more easy manipulation of anything (for the moment actually no runtime manipulation at all, typed arrays are just thrown away, dynamic geometries code path not yet implemented)
      8ec6317e
  24. 25 11月, 2011 1 次提交
  25. 17 11月, 2011 1 次提交
  26. 23 10月, 2011 1 次提交
  27. 21 10月, 2011 2 次提交
  28. 06 10月, 2011 1 次提交
  29. 02 10月, 2011 1 次提交