1. 21 4月, 2011 1 次提交
  2. 15 4月, 2011 1 次提交
  3. 14 4月, 2011 1 次提交
  4. 11 4月, 2011 2 次提交
    • M
      Fixed Objec3D::lookAt · e0e05f29
      Mr.doob 提交于
      e0e05f29
    • A
      Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map... · 22bd108a
      alteredq 提交于
      Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map shader. Added WebGL Earth FlyCamera demo.
      
      Changed normal map shader to multiply specular component with diffuse weighting as specular highlights were appearing in the dark parts.
      
      Changed camera look speed in minecraft and terrain demos, they were too fast - I guess as everything got faster with antialiasing off.
      
      Reenabled antialiasing in few demos where it was too ugly without (basically anything with lines and without postprocessing).
      
      Fixed again spurious invisible characters in empaempa's code (which are breaking everything and are hard to hunt as they look like spaces).
      22bd108a
  5. 17 3月, 2011 1 次提交
  6. 15 3月, 2011 1 次提交
  7. 06 3月, 2011 3 次提交
  8. 05 3月, 2011 1 次提交
  9. 01 3月, 2011 3 次提交
  10. 28 2月, 2011 1 次提交
    • M
      Matrix4.lookAt: · 5c4131d3
      Mikael Emtinger 提交于
      - Changed so it sets an ordinary matrix. Also removed inversion of position, which broke A LOT of the examples.
      
      WebGLRenderer:
      - Using camera.matrixWorldInverse instead of camera.matrixWorld
      - Changed frustum check to camera.frustumContains( object );
      - Moved cameraInverse * matrixWorld to vertex shader (needs testing!) (note: normals not fixed yet!)
      
      Object3D.addChild:
      - Recurses up through hierarchy until reaches scene and adds itself to scene.objects/sounds/lights
      
      Camera:
      - Changed inverseMatrix -> matrixWorldInverse
      5c4131d3
  11. 26 2月, 2011 5 次提交
  12. 24 2月, 2011 1 次提交
  13. 23 2月, 2011 1 次提交
  14. 21 2月, 2011 1 次提交
    • A
      Removed dirty flag from Quaternion. · b36cf734
      alteredq 提交于
      There don't seem to be any effects on performance (though I'm not sure this was actually used in any example/test code path - so far quaternions are used just for animation interpolation and even there they were always dirty, and also just updated during JIT baking).
      
      Also some more code cleanup - no need for Mesh to have own "update" as now it was exactly the same as its parent Object3D.
      b36cf734
  15. 20 2月, 2011 3 次提交
  16. 19 2月, 2011 1 次提交
    • A
      Added Ribbon object. · e151ff39
      alteredq 提交于
      It provides a lean way how to render TRIANGLE_STRIP primitives: needs just n+2 vertices for n triangles (one Ribbon = one strip). There are no faces, no indices, everything is rendered in one simple drawArray call.
      
      Vertex colors are supported, normals not yet.
      e151ff39
  17. 18 2月, 2011 1 次提交
    • A
      A lot of bugfixing and refactoring. · 2ecbe2de
      alteredq 提交于
      - getters/setters are no more in Vector3
        - object hierarchies thus don't use "isDirty"
        - this was completely killing performance for anything that was touching a lot of Vector3 like creation of meshes and dynamic buffers
        - even without this, performance of hierarchies went up (a lot)
      
      - objects do not get passed renderer anymore
        - camera was almost also removed, but this is useful for LOD (though there may be some cleaner way to do this?)
      
      - material ids are now unified, this makes "geometry.sortFacesByMaterial" faster (thus scene init / GUI blocking is shorter)
      
      - all WebGL examples should work now (render-to-texture has weird lights and in some camera control feels different)
      
      - CanvasRender still broken, despite many efforts :(
         - currently only points and lines work, faces don't show up. I think this may need assistance from mrdoob.
      2ecbe2de
  18. 17 2月, 2011 1 次提交
  19. 15 2月, 2011 1 次提交
  20. 26 1月, 2011 1 次提交
  21. 18 1月, 2011 3 次提交
  22. 25 12月, 2010 1 次提交
  23. 03 12月, 2010 1 次提交
  24. 02 12月, 2010 1 次提交
    • A
      Made VBOs reusable. · c0e30b2c
      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.
      c0e30b2c
  25. 26 11月, 2010 1 次提交
  26. 24 11月, 2010 1 次提交
  27. 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