- 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
- 15 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 04 2月, 2012 1 次提交
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由 alteredq 提交于
Also improved error reporting in JSONLoader (getting DEPRECATED errors for incorrect URLs was really confusing).
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- 01 2月, 2012 1 次提交
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由 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.
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- 31 1月, 2012 3 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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- 09 12月, 2011 1 次提交
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由 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).
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- 20 11月, 2011 1 次提交
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由 Mr.doob 提交于
ColladaLoader tried to access children-less object childrens. Changend JSONLoader try/catch code (better error logs this way).
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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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- 08 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 02 10月, 2011 1 次提交
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由 alteredq 提交于
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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 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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- 31 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 04 5月, 2011 1 次提交
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由 Mr.doob 提交于
Using * ( 1 / scale ) instead of / scale in JSONLoader.
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- 27 4月, 2011 2 次提交
- 24 4月, 2011 1 次提交
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由 alteredq 提交于
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- 19 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Fixed bug related to morphColors in JSONLoader. Changed reading of custom attributes from geometry group to material to let material instead of geometry rule of the source of data.
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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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- 05 4月, 2011 1 次提交
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由 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.
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- 04 4月, 2011 3 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
- OBJ converter now has "-b" option for baking materials' diffuse colors into face colors (if there are morph colormap OBJs/MTLs, first colormap will be used) (material will get "vertexColors" property set to "face") - Blender importer now bakes JSON face colors into Blender vertex colors - Loader now handles "material.vertexColors" with more options - nonexistant property or false will set material to THREE.NoColors - "face" will set material to THREE.FaceColors - anything else will get THREE.VertexColors - fixed bug in JSONLoader where face colors were not properly initialized
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由 alteredq 提交于
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- 03 4月, 2011 1 次提交
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由 alteredq 提交于
This is backwards compatible: for existing models that don't have scale nothing should change.
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- 01 4月, 2011 3 次提交