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. 15 2月, 2012 1 次提交
  6. 04 2月, 2012 1 次提交
  7. 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
  8. 31 1月, 2012 3 次提交
  9. 31 12月, 2011 1 次提交
  10. 09 12月, 2011 1 次提交
    • A
      Added handling of materials to CTMLoader. Added more complex CTM example. · b59e818f
      alteredq 提交于
      CTM pipeline produces very small and efficient models, just it's quite involved.
      
      Models with multiple materials need to be split into separate files. For this there "split_obj.py" helper script.
      
      Also, as CTM format uses indexed shared vertices, with more complex UV unwrapping mesh may need to get preprocessed to create extra vertices for faces which have different UVs for the same vertices (MeshLab can do this).
      b59e818f
  11. 20 11月, 2011 1 次提交
  12. 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
  13. 23 10月, 2011 1 次提交
  14. 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
  15. 15 10月, 2011 1 次提交
  16. 08 10月, 2011 1 次提交
  17. 06 10月, 2011 1 次提交
  18. 02 10月, 2011 1 次提交
  19. 03 9月, 2011 1 次提交
  20. 27 8月, 2011 1 次提交
  21. 03 7月, 2011 1 次提交
  22. 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
  23. 31 5月, 2011 1 次提交
  24. 04 5月, 2011 1 次提交
  25. 27 4月, 2011 2 次提交
  26. 24 4月, 2011 1 次提交
  27. 19 4月, 2011 1 次提交
  28. 09 4月, 2011 1 次提交
  29. 05 4月, 2011 1 次提交
    • A
      Added edges to Blender exporter, JSONLoader and Geometry. · 7915999b
      alteredq 提交于
      There is a new class Edge which stores vertices and faces for edge (I wasn't sure if indices or references would be better, so at least for the moment it contains both).
      
      Geometry now contains a list of such edges, created in JSONLoader, based on edge data exported from Blender.
      
      From Blender we get a list of vertex index pairs, from which in Geometry.computeEdgeFaces() we compute faces which share this particular edge and store them in the Edge object.
      
      Not sure if edges work properly till we don't have something using them. For now I just checked cube data exported from Blender and it seems fine.
      
      Also did some whitespace cleanup here and there.
      7915999b
  30. 04 4月, 2011 3 次提交
  31. 03 4月, 2011 1 次提交
  32. 01 4月, 2011 3 次提交