- 31 5月, 2011 1 次提交
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由 Eberhard Gräther 提交于
reworked Vector classes, no change in API, reordered methods, divide-by-zero prevention, removed use of .set() in methods for better performance
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- 11 4月, 2011 1 次提交
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由 Mr.doob 提交于
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- 06 3月, 2011 2 次提交
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由 Mr.doob 提交于
Added translate( distance, axis ), translateX( distance ), translateY( distance ) and translateZ( distance ) methods to Object3D. Camera3D translate method overrides Object3D's one. NoFly parameter removed (this should be handled from outside I think).
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由 Mr.doob 提交于
Object3D::lookAt works! (and Vector3.setRotationFromMatrix too!) Next: Object3D::translate...
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- 05 3月, 2011 2 次提交
- 28 2月, 2011 1 次提交
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由 Mr.doob 提交于
I don't remember when was the last time I used them. Current Web Developer Tools do this already for you. Color::updateRGBA ⟶ Color::updateRGB
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- 26 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 18 2月, 2011 1 次提交
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由 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.
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- 17 2月, 2011 2 次提交
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由 alteredq 提交于
We have been very lucky - setters / getters were not supported till just 2 hours ago (so fresh, I had to build Closure myself from their repo ;). http://code.google.com/p/closure-compiler/issues/detail?id=249 Also some refactoring plus added hackish animation offset feature.
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由 alteredq 提交于
Otherwise things are very much work in progress, expect everything to be broken.
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- 04 1月, 2011 1 次提交
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由 Mr.doob 提交于
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- 02 12月, 2010 1 次提交
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由 Mr.doob 提交于
TODO: Add computeVertexNormals on geometry so any object can use it.
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- 26 11月, 2010 1 次提交
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由 Mr.doob 提交于
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- 06 10月, 2010 1 次提交
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由 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
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- 30 9月, 2010 1 次提交
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由 mindlapse 提交于
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- 27 9月, 2010 1 次提交
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由 Ben Nolan 提交于
* Added getCenter to Face4
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- 21 8月, 2010 1 次提交
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由 Mr.doob 提交于
* Additional `Matrix4` and `Vector3` methods
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- 17 7月, 2010 1 次提交
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由 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
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- 14 7月, 2010 2 次提交
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由 Mr.doob 提交于
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由 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.
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- 23 6月, 2010 2 次提交
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由 Mr.doob 提交于
- Simplified lookAt in Matrix4 - Added cross() in Vector3
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http://github.com/supereggbert)由 Mr.doob 提交于
- Object3D.overdraw = true to enable CanvasRenderer screen space point expansion hack.
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- 20 6月, 2010 1 次提交
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由 Mr.doob 提交于
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- 07 6月, 2010 1 次提交
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由 Mr.doob 提交于
- CanvasRenderer supports TextureUVMappingMaterial. - Moved UVs to Geometry. - Minor clean up
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- 06 6月, 2010 1 次提交
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由 Mr.doob 提交于
+ Workaround for WebKit not supporting rgba() in SVG yet + Aesthetic changes on the readme file
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- 17 5月, 2010 2 次提交
- 16 5月, 2010 2 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Added THREE namespace Camera.x -> Camera.position.x Camera.target.x -> Camera.target.position.x ColorMaterial -> ColorFillMaterial FaceColorMaterial -> FaceColorFillMaterial Materials are now multipass (use array) Added ColorStrokeMaterial and FaceColorStrokeMaterial geometry.faces.a are now indexes instead of links
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- 01 5月, 2010 2 次提交
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由 Mr.doob 提交于
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由 Paul Brunt 提交于
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- 24 4月, 2010 1 次提交
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由 Mr.doob 提交于
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