1. 03 11月, 2010 1 次提交
  2. 30 10月, 2010 4 次提交
  3. 29 10月, 2010 1 次提交
  4. 27 10月, 2010 1 次提交
    • M
      * MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode,... · 7464f5ff
      Mr.doob 提交于
      * MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode, which is THREE.MeshBitmapMaterialMode.UVMAPPING by default.
      * Removed MeshFaceColorFillMaterial and MeshFaceColorStrokeMaterial
      * Added MeshFaceMaterial ( it uses the face.material for that pass )
      * CanvasRenderer and SVGRenderer per face material logic changed.
      * SVGRenderer supports particles again.
      * WebGLRenderer currently broken :/
      * Code clean up
      7464f5ff
  5. 24 10月, 2010 1 次提交
  6. 18 10月, 2010 1 次提交
    • U
      Added OBJ -> Three.js converter. · 60c23544
      unknown 提交于
      Added OBJ converter test example.
      
      Modified Three.js to handle converted models:
      
       - extended WebGL renderer to use texturing
         - broke down model into multiple VBOs according to materials
         - textures are lazy created when images get loaded
           (converter takes care of resizing images to nearest power of 2
            dimensions using 2d canvas)
      
       - changed material array semantics in Mesh object
          - before: multiple materials were applied to all faces (broken in WebGL, needs multitexturing shader)
          - now: there is only single material per face, but one mesh can have faces with different materials
      
       - added per vertex normals (to get smooth shading in WebGL)
      60c23544
  7. 06 10月, 2010 1 次提交
    • M
      * Added `PointLight` · 647b4a57
      Mr.doob 提交于
      * `CanvasRenderer` and `SVGRenderer` basic lighting support (`*ColorStroke`/`*ColorFill` only)
      * `Renderer` > `Projector`. `CanvasRenderer`, `SVGRenderer` and `DOMRenderer` do not extend anymore
      * Interactivity base code (hdi folder). To be refactored... ([mindlapse](http://github.com/mindlapse))
      * Added `computeCentroids` method to `Geometry`
      * Included `Stats.js` directly in the `/examples` folder to avoid the need of internet for playing around
      647b4a57
  8. 30 9月, 2010 1 次提交
  9. 29 9月, 2010 1 次提交
  10. 27 9月, 2010 1 次提交
  11. 21 9月, 2010 1 次提交
  12. 18 9月, 2010 2 次提交
  13. 17 9月, 2010 1 次提交
  14. 09 9月, 2010 3 次提交
  15. 03 9月, 2010 1 次提交
  16. 21 8月, 2010 1 次提交
  17. 02 8月, 2010 1 次提交
  18. 22 7月, 2010 1 次提交
  19. 17 7月, 2010 2 次提交
    • M
      b3812029
    • M
      * Refactored `CanvasRenderer` (more duplicated code, but easier to handle) · 8f543db1
      Mr.doob 提交于
      * `Face4` now supports `MeshBitmapUVMappingMaterial`
      * Changed order of `*StrokeMaterial` parameters. Now it's `color`, `opacity`, `lineWidth`.
      * `BitmapUVMappingMaterial` > `MeshBitmapUVMappingMaterial`
      * `ColorFillMaterial` > `MeshColorFillMaterial`
      * `ColorStrokeMaterial` > `MeshColorStrokeMaterial`
      * `FaceColorFillMaterial` > `MeshFaceColorFillMaterial`
      * `FaceColorStrokeMaterial` > `MeshFaceColorStrokeMaterial`
      * `ColorStrokeMaterial` > `LineColorMaterial`
      * `Rectangle.instersects` returned false with rectangles with 0px witdh or height
      8f543db1
  20. 14 7月, 2010 2 次提交
    • M
      - Clean up · 8e5c8deb
      Mr.doob 提交于
      8e5c8deb
    • P
      Core performance improvements through shared props · 2b0ea54a
      philogb 提交于
      Old Vector and Matrix constructor functions would create all methods and
      make assignments with each call. A lot of speed-ups can be made by using
      shared properties through the prototype chain. Since methods and
      initialized properties are shared among all instances they're only
      created once.
      
      Some tests can be seen at examples/performance-test.html
      
      Some results:
      
          Chrome
      
          //6.4 times faster
          performance-test.html:25 Vector2 x 5000000: 213ms
          performance-test.html:30 Vector2Orig x 5000000: 1366ms
      
          //8.3 times faster
          performance-test.html:37 Vector3 x 5000000: 241ms
          performance-test.html:42 Vector3Orig x 5000000: 2015ms
      
          //3.8 times faster
          performance-test.html:49 Vector4 x 5000000: 278ms
          performance-test.html:54 Vector4Orig x 5000000: 1059ms
      
          //7.5 times faster
          performance-test.html:61 Matrix4 x 5000000: 937ms
          performance-test.html:66 Matrix4Orig x 5000000: 7004ms
      
          Firefox
      
          //6.8 times faster
          Vector2 x 50000: 45ms
          Vector2Orig x 50000: 307ms
      
          //11.5 times faster
          Vector3 x 50000: 48ms
          Vector3Orig x 50000: 550ms
      
          //3.8 times faster
          Vector4 x 50000: 61ms
          Vector4Orig x 50000: 234ms
      
          //9.4 times faster
          Matrix4 x 50000: 199ms
          Matrix4Orig x 50000: 1878ms
      
      where "Orig" are old versions of the objects.
      
      Running these tests multiple times can yeild different results due to
      browser cache. However the results are always kind of similar in terms
      of speedup.
      2b0ea54a
  21. 07 7月, 2010 1 次提交
  22. 04 7月, 2010 1 次提交
  23. 23 6月, 2010 3 次提交
  24. 21 6月, 2010 2 次提交
  25. 20 6月, 2010 1 次提交
  26. 10 6月, 2010 1 次提交
  27. 07 6月, 2010 1 次提交
  28. 06 6月, 2010 1 次提交
    • M
      + Added Line Object · e98397cb
      Mr.doob 提交于
      + Workaround for WebKit not supporting rgba() in SVG yet
      + Aesthetic changes on the readme file
      e98397cb
  29. 17 5月, 2010 1 次提交