1. 18 4月, 2012 1 次提交
  2. 14 4月, 2012 1 次提交
  3. 13 4月, 2012 1 次提交
  4. 21 2月, 2012 2 次提交
  5. 31 12月, 2011 1 次提交
  6. 04 11月, 2011 1 次提交
    • A
      Reworked binary format / BinaryLoader / OBJ converter to use binary ajax fetch. · e08434c1
      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).
      e08434c1
  7. 31 10月, 2011 1 次提交
    • A
      Started to remove workers from the asset pipeline. · d2cad696
      alteredq 提交于
      Work-in-progress => do not merge yet.
      
      OBJ converter, JSONLoader, BinaryLoader and some examples are done. Still need to do Blender exporter, SceneLoader and more examples.
      
      Advantages:
      
      - faster parse times
      - bypass array initializer size limit in Firefox
      - no more crashes in Chrome 15 (caused by too many concurrently active workers)
      
      Disadvantages:
      
      - more browser UI freezing
      - multiple models tend to appear all at once with the last one (instead of popping up progressively)
      d2cad696
  8. 23 10月, 2011 1 次提交
  9. 21 10月, 2011 1 次提交
    • A
      Experimenting with array-less materials. · 05b3db4d
      alteredq 提交于
      Do not use for anything, this is just snapshot of a test in progress. I solved quite a few issues, but many things are still clumsy and broken.
      05b3db4d
  10. 15 10月, 2011 1 次提交
  11. 03 9月, 2011 1 次提交
  12. 27 8月, 2011 1 次提交
  13. 03 8月, 2011 1 次提交
  14. 27 7月, 2011 1 次提交
  15. 03 7月, 2011 1 次提交
  16. 02 7月, 2011 1 次提交
    • A
      Extended Loader base class to handle normal map materials. · bb332e5f
      alteredq 提交于
      Plus some more Loader changes:
      
      - fixed diffuse color and opacity being skipped when diffuse texture is present in JSON
      - more proper handling of Phong materials (now use ambient / diffuse / specular / shininess from JSON)
      - added handling of wrap / offset / repeat parameters for all textures
      
      Fixed broken multiple lights indices in new normal map shader and changed displacement scale and bias to saner values.
      
      Fixed broken postprocessing and Earth examples (were not yet translated to use new normal map shader).
      bb332e5f
  17. 09 4月, 2011 1 次提交
  18. 21 3月, 2011 5 次提交
  19. 20 3月, 2011 2 次提交
  20. 11 3月, 2011 1 次提交
  21. 10 3月, 2011 1 次提交
  22. 09 3月, 2011 1 次提交
  23. 02 3月, 2011 2 次提交
  24. 28 2月, 2011 1 次提交
    • A
      Refactored everything to use CamelCase naming for properties. Plus some... · cf2e8c1b
      alteredq 提交于
      Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there.
      
      Went through all examples, all should work.
      
      JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
      cf2e8c1b
  25. 24 2月, 2011 1 次提交
    • A
      Textures are now updateable. · cff95a11
      alteredq 提交于
      That was much tougher than expected. No wonder other WebGL video demos around the web are broken.
      
      Firefox OpenGL / ANGLE and Chrome OpenGL were ok, getting it to work in Chrome ANGLE was rather tricky.
      
      Please report if something got broken. I tried to go through all textured examples but I may have missed something.
      
      If you want to refresh texture on WebGL side, you just set "texture.needsUpdate" flag (if you use Loader or ImageUtils.loadTexture / loadTextureCube everything is taken care of).
      
      Flag has to be set also for canvas-based textures, sorry no escaping this :(. I tried and it lead to ugly problems (e.g. AO minecraft demo mixes several asynchronously loaded and generated images into one texture, with autodetect always something was broken).
      
      "needsUpdate" should work also on cube textures, though it's not tested yet (also there I didn't put hack for Chrome ANGLE).
      cff95a11
  26. 17 2月, 2011 1 次提交
  27. 15 2月, 2011 1 次提交
  28. 29 1月, 2011 1 次提交
  29. 04 1月, 2011 1 次提交
  30. 03 1月, 2011 1 次提交
    • A
      Refactored Loader parameters to allow optional separate paths for texture and binary files. · 771674d7
      alteredq 提交于
      loader.loadAscii and loader.loadBinary now take just one parameter with following properties:
      
          - model (required)
          - callback (required)
          - texture_path (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
          - bin_path (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
      
      Example use:
      
          loader.loadBinary( { model: "model.js", bin_path: "path/bin", texture_path: "path/img",
                               callback: function( geometry ) { createScene( geometry ) } } );
      771674d7
  31. 08 12月, 2010 1 次提交
  32. 03 12月, 2010 1 次提交
  33. 02 12月, 2010 1 次提交
    • A
      Made VBOs reusable. · c0e30b2c
      alteredq 提交于
      The most tangible practical effect is that demos with multiple Lucys / Walts are now initialized much faster ;).
      
      Reuse is achieved mostly by moving mesh chunks / VBOs (formerly called materialFaceGroups) from Mesh into Geometry.
      
      This means sorting of geometry by face materials + breaking large geometries into chunks now has to be done after construction of geometry.
      
      It becomes a step in the usual sequence:
      
          geometry.computeNormals();
          geometry.computeCentroids();
          geometry.sortFacesByMaterial();
      
      If geometry is constructed programmatically (e.g. with GeometryUtils.merge), this has to be called afterwards.
      
      Also of note: single geometry cannot be reused both for flat and smooth shading, as only one stream of normals is baked into VBO.
      c0e30b2c