- 18 4月, 2012 1 次提交
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由 Mr.doob 提交于
I tried to move BinaryLoader to /examples/js but SceneLoader needs it. Curious to hear what people thinks about this change.
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- 14 4月, 2012 1 次提交
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由 Mr.doob 提交于
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- 13 4月, 2012 1 次提交
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由 Mr.doob 提交于
(Phewww!) I'm sure there are still things I missed...
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- 21 2月, 2012 2 次提交
- 31 12月, 2011 1 次提交
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由 Mr.doob 提交于
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- 04 11月, 2011 1 次提交
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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).
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- 31 10月, 2011 1 次提交
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由 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)
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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 10月, 2011 1 次提交
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由 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.
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- 15 10月, 2011 1 次提交
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由 alteredq 提交于
Also updated corresponding examples.
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- 03 9月, 2011 1 次提交
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由 alteredq 提交于
Also tried to clean whitespace for ColladaLoader. This thing is so massive.
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- 27 8月, 2011 1 次提交
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由 Mr.doob 提交于
extras/collada/dae.js > extras/loaders/ColladaLoader.js removed LoaderOld.js
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- 03 8月, 2011 1 次提交
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由 Mr.doob 提交于
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- 27 7月, 2011 1 次提交
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由 pushmatrix 提交于
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- 03 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 02 7月, 2011 1 次提交
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由 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).
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- 09 4月, 2011 1 次提交
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由 Mr.doob 提交于
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...) Formatting clean up here and there
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- 21 3月, 2011 5 次提交
- 20 3月, 2011 2 次提交
- 11 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 10 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 09 3月, 2011 1 次提交
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由 alteredq 提交于
These are stored in "material.map.sourceFile".
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- 02 3月, 2011 2 次提交
- 28 2月, 2011 1 次提交
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由 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?
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- 24 2月, 2011 1 次提交
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由 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).
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- 17 2月, 2011 1 次提交
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由 alteredq 提交于
Otherwise things are very much work in progress, expect everything to be broken.
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- 15 2月, 2011 1 次提交
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由 alteredq 提交于
Also fixed quads vertex color bug in WebGLRenderer and did small optimization of face state handling.
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- 29 1月, 2011 1 次提交
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由 alteredq 提交于
Work in progress ...
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- 04 1月, 2011 1 次提交
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由 alteredq 提交于
Trick was to first initialize triangles / quads with UVs, so that indices match.
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- 03 1月, 2011 1 次提交
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由 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 ) } } );
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- 08 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 03 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 02 12月, 2010 1 次提交
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由 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.
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