1. 24 2月, 2011 1 次提交
    • A
      Textures are now updateable. · cff95a11
      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).
      cff95a11
  2. 22 2月, 2011 10 次提交
  3. 21 2月, 2011 5 次提交
    • A
      Removed dirty flag from Quaternion. · b36cf734
      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.
      b36cf734
    • A
      More examples conversion to requestAnimationFrame. · 6c84868d
      alteredq 提交于
      Separate commit to have a clean slate for a different changes I want to try in meanwhile.
      6c84868d
    • A
      Changed few more examples to use requestAnimationFrame. · 1e34df61
      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).
      1e34df61
    • A
      Merged with mrdoob's skinning branch. · d05053c4
      alteredq 提交于
      Not fully tested (need to update bookmarks yet again), but random sample of examples seem to work ;).
      d05053c4
    • A
      Accidentally merged skinning branch with mrdoob's main branch. · 0111f5dd
      alteredq 提交于
      No harm seems to be done, just gained ReverseSubtractiveBlending and fixed Detector ;).
      0111f5dd
  4. 20 2月, 2011 11 次提交
  5. 19 2月, 2011 2 次提交
    • A
      Added Ribbon object. · e151ff39
      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.
      e151ff39
    • A
      More refactoring and optimizations. · 313ce3ed
      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
      313ce3ed
  6. 18 2月, 2011 2 次提交
    • A
      A lot of bugfixing and refactoring. · 2ecbe2de
      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.
      2ecbe2de
    • A
      add THREE.ReverseSubtractiveBlending · d65ef66a
      Antonin Hildebrand 提交于
      d65ef66a
  7. 17 2月, 2011 4 次提交
  8. 16 2月, 2011 1 次提交
  9. 15 2月, 2011 4 次提交