- 24 2月, 2011 1 次提交
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由 alteredq 提交于
That was much tougher than expected. No wonder other WebGL video demos around the web are broken. Firefox OpenGL / ANGLE and Chrome OpenGL were ok, getting it to work in Chrome ANGLE was rather tricky. Please report if something got broken. I tried to go through all textured examples but I may have missed something. If you want to refresh texture on WebGL side, you just set "texture.needsUpdate" flag (if you use Loader or ImageUtils.loadTexture / loadTextureCube everything is taken care of). Flag has to be set also for canvas-based textures, sorry no escaping this :(. I tried and it lead to ugly problems (e.g. AO minecraft demo mixes several asynchronously loaded and generated images into one texture, with autodetect always something was broken). "needsUpdate" should work also on cube textures, though it's not tested yet (also there I didn't put hack for Chrome ANGLE).
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- 22 2月, 2011 10 次提交
- 21 2月, 2011 5 次提交
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由 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.
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由 alteredq 提交于
Separate commit to have a clean slate for a different changes I want to try in meanwhile.
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由 alteredq 提交于
Interestingly, sometimes it seems to go nuts when there are more renderers active at the same time. With uqbiquity, it works ok when using "container" div as element parameter, with large geometry example this doesn't work (calls to loop happen rarely).
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由 alteredq 提交于
Not fully tested (need to update bookmarks yet again), but random sample of examples seem to work ;).
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由 alteredq 提交于
No harm seems to be done, just gained ReverseSubtractiveBlending and fixed Detector ;).
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- 20 2月, 2011 11 次提交
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由 Mr.doob 提交于
I need to look at this objectMatrix::extractRotationMatrix() thing. I don't think this works like that... isn't the scale applied to the rotation in the matrix?
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由 Mr.doob 提交于
Object3D::matrixNeedsToUpdate ⟶ Object3D::matrixNeedsUpdate
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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
Renamed examples.
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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 Mr.doob 提交于
Figured out why Canvas/SVG wasn't rendering... someone changed camera.near/far to camera.zNear/zFar :P
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由 alteredq 提交于
Still with weird error reports in Firefox (though it work despites them).
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由 alteredq 提交于
This is lifted from greggman's ThreeD http://code.google.com/p/threedlibrary/ Also modified ribbons example to show how to use this.
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- 19 2月, 2011 2 次提交
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由 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.
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由 alteredq 提交于
- removed unnecessary normal matrix computation in hierarchies (this is already done in renderer) - removed unnecessary enabling of attribute arrays in every frame (it's enough to do it when shader program is created) - depth test is now only set if it changed
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- 18 2月, 2011 2 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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由 Antonin Hildebrand 提交于
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- 17 2月, 2011 4 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
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由 alteredq 提交于
Just one hardcoded shader for the moment. Everything needs to get cleaned / bugfixed / optimized.
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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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- 16 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 15 2月, 2011 4 次提交
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由 alteredq 提交于
Work in progress. As with static objects, faster with OpenGL (34 -> 38 fps) and slower with ANGLE (30 -> 27 fps).
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由 alteredq 提交于
Also fixed subtle bug in `materials_gl` example: face.material => face.materials (since renaming this example was just silently broken)
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由 alteredq 提交于
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由 alteredq 提交于
Also fixed quads vertex color bug in WebGLRenderer and did small optimization of face state handling.
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