- 31 8月, 2011 1 次提交
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由 alteredq 提交于
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- 30 8月, 2011 3 次提交
- 29 8月, 2011 4 次提交
- 27 8月, 2011 1 次提交
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由 Mr.doob 提交于
Some clean up on Vector* constructors. Added UV::clone.
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- 25 8月, 2011 1 次提交
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由 alteredq 提交于
I think cones are still not completely ok, but at least cylinders can be now smooth.
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- 22 8月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 8月, 2011 2 次提交
- 16 8月, 2011 1 次提交
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由 alteredq 提交于
This kinda works in Chrome, though not in Firefox. I give up on canvas renderer in these two examples in FF, it's anyways extremely slow with nontrivial textured models.
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- 14 8月, 2011 2 次提交
- 13 8月, 2011 3 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Included corresponding compressor in "utils/exporters/utf8" (prebuilt exe for Windows plus slightly modified C++ source code). Use UTF8 format with caution, it is very neat but has quite a few limitations: - number of vertices < 65536 (this is after optimizations in compressor, input OBJ may have even less) - models must have normals and texture coordinates - texture coordinates must be only from <0,1> - no materials support yet - models are scaled and offset (copy numbers from compressor and use them as parameters in UTF8Loader.load() )
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由 alteredq 提交于
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- 12 8月, 2011 1 次提交
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由 zz85 提交于
Curves refactored - addition of curve path, tangent finding, along with other bend changes and enhancements i may not remember
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- 11 8月, 2011 1 次提交
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由 Mr.doob 提交于
* Realised that canvas.context has a createPattern method which allows CanvasRenderer to support tiled textures \o/ (Examples where there is a CanvasRenderer and a WebGLRenderer at the same time may get errors because CanvasRenderer now uses texture.needsUpdate too).
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- 06 8月, 2011 1 次提交
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由 alteredq 提交于
Added better random in GeometryUtils. Added possibility of using custom depth material for shadow maps.
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- 04 8月, 2011 1 次提交
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由 alteredq 提交于
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- 03 8月, 2011 2 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
Added alphaTest parameter to base Material plus corresponding shader chunk in standard materials implementation. This is for having on/off transparency without sorting using threshold value in alpha channel of diffuse texture. By default it's switched off (alphaTest = 0). AlphaTest is not yet handled in shadow maps. This would require passing of diffuse texture to depth material in shadow map render step (and more permutations of depth material).
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- 02 8月, 2011 1 次提交
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由 alteredq 提交于
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- 01 8月, 2011 3 次提交
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由 alteredq 提交于
This cut TextGeometry creation time almost by half.
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由 alteredq 提交于
Didn't help much, there is still a lot of garbage collection showing up in profiler (~18 %). Also, real hotspot are loops in Shape.Utils.triangulateShape (with ~27% of total time spend on Vector2.equal). This maybe could be refactored with hashmaps.
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由 alteredq 提交于
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- 31 7月, 2011 2 次提交
- 28 7月, 2011 2 次提交
- 27 7月, 2011 2 次提交
- 26 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 25 7月, 2011 1 次提交
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由 alteredq 提交于
Corresponding keys: - R up - F down
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- 23 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 22 7月, 2011 2 次提交
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由 alteredq 提交于
Added path.createSpacedPointsGeometry() and extended shapes example to show such equidistantly sampled paths. Spaced points are magic that will eventually make objects follow paths with constant speed.
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由 alteredq 提交于
This is a more proper way how to generate visual lines / vertices (all elements use single geometry). Also extended shapes example to show how to use this with Line and ParticleSystem.
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