- 15 11月, 2010 1 次提交
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由 alteredq 提交于
Not all features from the new material format are implemented yet, though already now it's more powerful than the old format (you can now use texture also in Basic and Phong materials). Also started to retire old model format: removed old OBJ converter and meshes that it generated. TODO: - take into account shading and blending parameters - transplant cube map support from experimental material
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- 13 11月, 2010 9 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Most of the examples working.
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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
Almost done porting CanvasRenderer to the new material system (plus some performance gains on the way :D) `Color` now handles hex with no alpha byte (probably there is a nicer way of doing it...)
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由 alteredq 提交于
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由 alteredq 提交于
Experimenting with different syntax for materials (just hex instead of THREE.Color in API), checking how it feels with shaders example.
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由 unknown 提交于
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由 unknown 提交于
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- 12 11月, 2010 10 次提交
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由 alteredq 提交于
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由 alteredq 提交于
First attempt at MeshBasicMaterial / MeshLambertMaterial / MeshPhongMaterial. Also: testing branching :) This is not supposed to work yet, all is in the flux, do not base any code on this.
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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
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由 Mr.doob 提交于
* THREE.Rectangle: `_x1`, ` _x2`, `_y1`, `_y2` ⟶ `_left`, `_right`, `_top`, `_bottom`
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由 alteredq 提交于
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由 alteredq 提交于
TODO: still could save some more multiplication by precomputing offsets for individual components of the elements.
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- 11 11月, 2010 5 次提交
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由 Mr.doob 提交于
At Loader.js, as far as I can see we don't need all that `stride` stuff. Removed/Simplified from createModel() by now. That saves *a lot* of multiplications at init of the geometry.
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由 Mr.doob 提交于
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由 alteredq 提交于
Tested exporters with new Blender 2.55 Beta. It seems both old and new one work without any changes \o/
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由 alteredq 提交于
Such broken materials will be replaced by dummy materials names like this "undefined_dummy_5".
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由 Mr.doob 提交于
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- 10 11月, 2010 5 次提交
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由 alteredq 提交于
Fixed crash bug with non-textured models in new Blender exporter. Fixed bottom alignment bug in OBJ converters.
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由 Mr.doob 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Models exported by this version should be loaded like this (the same as for slim OBJ converter): var loader = new THREE.Loader(); loader.loadAscii( "path/to/model/Model.js", function( geometry ) { createScene( geometry ) }, "path/to/model" ); Compared to OBJ converter, currently only single mesh is exported (many models are composed of several meshes). TODO - model alignment - copy used images to folder where exported file goes - export all selected meshes / all meshes in the scene? - binary format
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由 alteredq 提交于
Refactored OBJ slim converter (to make it easier to reuse ASCII converter snippets in Blender exporter).
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- 09 11月, 2010 10 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 alteredq 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Added a little sanity check in binary format loader (commented out debug log of computed total file size which should match with real file size).
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由 alteredq 提交于
Optimized binary model format to use indexed UVs. Updated OBJ slim converter and Loader accordingly. This saves about 10% from size of textured binary models.
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由 Mr.doob 提交于
* AUTHORS: Just realised there is a github page with that info already. https://github.com/mrdoob/three.js/contributors
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由 alteredq 提交于
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由 alteredq 提交于
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