- 22 7月, 2012 1 次提交
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由 Dahie 提交于
I had the issue that some of my OBJ-files weren't loaded by the OBJLoader provided in the examples. Parsing the file crashed with this exception: Uncaught TypeError: Cannot read property 'x' of undefined Three.js:13 THREE.Vector3.addSelf (Three.js:13) THREE.Geometry.computeCentroids (Three.js:91) THREE.OBJLoader.parse (OBJLoader.js:295) xhr.onreadystatechange (OBJLoader.js:21) I traced the error to the OBJLoader and my OBJ files. The obj files were exported by 3ds Max Wavefront OBJ Exporter and slightly differ in format: Where the loader expected: v 0.4500 1.5256 0.6595 they were: v 0.4500 1.5256 0.6595 Note the extra space. This threw off the regular expressions, the vertices weren't parsed and the computeCentroid failed. This commit changes the regular impression to accomodate this variance.
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- 07 7月, 2012 1 次提交
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由 asg-3d 提交于
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- 06 7月, 2012 4 次提交
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由 alteredq 提交于
Don't try this at home kids. Finally had to do it like this, alternative was just getting slowly insane (I spent lot of time on futile attempts to make it in the "right" way, it doesn't even show any texture with UNPACK_FLIP_Y_WEBGL toggled on).
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由 alteredq 提交于
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由 alteredq 提交于
For some reason point sprites in "natural" orientation are upside down :S
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由 alteredq 提交于
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- 05 7月, 2012 27 次提交
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
I think normal map scale needs to be now positive, though not sure, it just looks closer to how it was before with positive scale, also mole on the right cheek is elevated instead of sunk.
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由 alteredq 提交于
Previous one had messed up mouth. Still our normal mapped models now look different than before flipping. Not sure if this is desired or some problem (tangents do depend on UVs).
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 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
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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
This fixes postprocessing example.
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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 alteredq 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
Tomorrow Geometries and CanvasRenderer.
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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
Please note that render target must be power-of-2 sized for this trick to work. Other option would be to change directly UVs in the geometry (though that would make it harder to swap image vs render target as texture or to share geometry between objects using materials with images vs render targets). Fixes #2164
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由 alteredq 提交于
Please note that render target must be power-of-2 sized for this trick to work. Other option would be to change directly UVs in the geometry (though that would make it harder to swap image vs render target as texture or to share geometry between objects using materials with images vs render targets). Fixes #2164
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- 04 7月, 2012 1 次提交
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- 03 7月, 2012 4 次提交
- 28 6月, 2012 2 次提交