- 13 11月, 2010 5 次提交
-
-
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...)
-
由 alteredq 提交于
-
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.
-
由 unknown 提交于
-
由 unknown 提交于
-
- 12 11月, 2010 10 次提交
-
-
由 alteredq 提交于
-
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.
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
* THREE.Rectangle: `_x1`, ` _x2`, `_y1`, `_y2` ⟶ `_left`, `_right`, `_top`, `_bottom`
-
由 alteredq 提交于
-
由 alteredq 提交于
TODO: still could save some more multiplication by precomputing offsets for individual components of the elements.
-
- 11 11月, 2010 5 次提交
-
-
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.
-
由 Mr.doob 提交于
-
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/
-
由 alteredq 提交于
Such broken materials will be replaced by dummy materials names like this "undefined_dummy_5".
-
由 Mr.doob 提交于
-
- 10 11月, 2010 5 次提交
-
-
由 alteredq 提交于
Fixed crash bug with non-textured models in new Blender exporter. Fixed bottom alignment bug in OBJ converters.
-
由 Mr.doob 提交于
-
由 alteredq 提交于
-
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
-
由 alteredq 提交于
Refactored OBJ slim converter (to make it easier to reuse ASCII converter snippets in Blender exporter).
-
- 09 11月, 2010 12 次提交
-
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 alteredq 提交于
-
由 Mr.doob 提交于
-
由 alteredq 提交于
-
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).
-
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.
-
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
-
由 alteredq 提交于
-
由 alteredq 提交于
-
由 alteredq 提交于
-
由 alteredq 提交于
This saves ~22% from size of textured ASCII models. TODO: make the same for binary model format.
-
- 08 11月, 2010 3 次提交