- 28 10月, 2011 3 次提交
- 27 10月, 2011 4 次提交
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由 alteredq 提交于
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由 alteredq 提交于
More moving ifs out of inner loops.
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由 alteredq 提交于
Also here moved ifs out of the inner loop. Starts to get hard to measure performance impact - baseline JavaScript stuff just to produce some change gets very costly. Simply calling Math.random() hundreds thousands times causes massive garbage collection :S.
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由 alteredq 提交于
No need for copy of attributes map here, attributes list has the same function.
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- 26 10月, 2011 9 次提交
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由 alteredq 提交于
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由 alteredq 提交于
More moving ifs out of inner loops: gained 25% performance for dynamic meshes with custom attributes. Hope I didn't break something.
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由 alteredq 提交于
Finally I realized how useful it is and why we kept it around ;).
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由 alteredq 提交于
Moved most of ifs out of inner loops for ~25% performance gain with dynamic meshes. Custom attributes setting for meshes can still be improved more.
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由 alteredq 提交于
This gave us ~13% performance gain for dynamic meshes.
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由 alteredq 提交于
Interestingly, this was breaking OpenGL but not ANGLE.
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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- 25 10月, 2011 13 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Actually, this would break cameras added as childs of objects, reverting. So there is no clear and simple way to handling multiple scenes unfortunatelly. Encouraging `scene.add( camera )` seems like the right thing to do then, less problems.
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由 Mr.doob 提交于
Actually, I think this can be handled magically instead of requiring understanding of the concept that the camera is part of the scenegraph. While I was at it, I fixed it so you can use a camera for rendering different scenes (the renderer will add it and remove from each scene graph) .
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由 Mr.doob 提交于
Removed LOD text example. I think LOD example is good enough. Ubiquity test working again. Tweaked README to show the new pattern (Scene first thing created).
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
Fix was trivial, I guess for the moment they can stay.
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Hope so ... looks kinda ok, don't have red-blue glasses.
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- 24 10月, 2011 8 次提交
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由 alteredq 提交于
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由 alteredq 提交于
This doesn't handle properly order of updates of LOD vs camera.
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由 Mr.doob 提交于
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由 alteredq 提交于
Code is a horrible mess but at least it works. Anyways, some day we should revisit GPU accelerated skinning with a proper pipeline.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
It's going to be handy for the WebGLRenderer (__webglObjects)
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由 alteredq 提交于
I had to resurrect parts of old code (keeping track of scene graph changes). Good news: performance is great, new scene graph gains compound with buffers optimizations and non-array materials refactoring. Together we gained about 15% for rotating cubes performance test (pushing max to 2650 cubes at 60 fps). Still broken with new scene graph: lod, skinning, collisions, AnaglyphWebGLRenderer, ParallaxBarrierWebGLRenderer, multi-canvas circle example.
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由 zz85 提交于
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- 23 10月, 2011 3 次提交