- 13 9月, 2011 1 次提交
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由 alteredq 提交于
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- 06 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 03 7月, 2011 1 次提交
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由 Mr.doob 提交于
Fixed examples that were using them.
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- 14 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 09 4月, 2011 1 次提交
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由 Mr.doob 提交于
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...) Formatting clean up here and there
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- 28 2月, 2011 1 次提交
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由 alteredq 提交于
Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there. Went through all examples, all should work. JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
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- 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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- 23 2月, 2011 1 次提交
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由 Mr.doob 提交于
build/Three.js - Includes all renderers + extras build/custom/ThreeCanvas.js - Canvas renderer only build/custom/ThreeDOM.js - DOM renderer only build/custom/ThreeSVG.js - SVG renderer only build/custom/ThreeWebGL.js - WebGL renderer only build/custom/ThreeExtras.js - Extras only Moved `THREE.Detector.js` to `examples/js/Detector.js`. Updated examples to reflect these changes.
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- 22 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 20 2月, 2011 1 次提交
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由 Mr.doob 提交于
Renamed examples.
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- 14 2月, 2011 1 次提交
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由 alteredq 提交于
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- 13 2月, 2011 1 次提交
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由 alteredq 提交于
That was painful; hopefully since now it should be easier to have it in every WebGL example. It's enough to add one line (ideally as the first thing that gets executed): if ( ! THREE.Supports.webgl ) THREE.Supports.addGetWebGLMessage(); This will add message box with default styling centered near top of the window. Optional parameters "parent" and "id" can be specified for further customization and integration with the document, also message DOM element is returned for easier access. var messageElement = THREE.Supports.addGetWebGLMessage( { parent: container, id: "my_message" } ); By default, message is added to document.body and has id "oldie" (can be styled with CSS).
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- 31 12月, 2010 1 次提交
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由 alteredq 提交于
Code is still rough around edges (it can be made nicer), though it should already produce one-to-one results with ubershader. Side-effect is that scene is no longer required as WebGLRenderer constructor parameter. Shader programs are now constructed upon first frame render and only then scene lights are examined.
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- 26 12月, 2010 1 次提交
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由 alteredq 提交于
This allows to work around ANGLE antialiasing issue appearing when compositing WebGL framebuffer with transparent background color with HTML canvas element background (while keeping antialiasing on). WebGLRenderer constructor now takes JSON object with few optional parameters: renderer = new THREE.WebGLRenderer { scene: scene, antialias: true, clearColor: 0x000000, clearAlpha: 0 }; Here is how to change clear color in runtime: renderer.setClearColor( 0xff0000, 1 );
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- 18 12月, 2010 1 次提交
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由 alteredq 提交于
Instant performance boost in all cube mapping demos ;) With panoramas there were insane amounts of unnecessary computations done in fragment shader - basically every pixel on the screen was computing the whole ubershader - ouch ouch ouch! This was the lowest hanging fruit, still some more performance can be gained by removing other stuff from ubershader. Big thanks to mrdoob for starting to question sanity of ubershader ;)
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- 05 12月, 2010 1 次提交
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由 alteredq 提交于
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- 23 11月, 2010 1 次提交
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由 alteredq 提交于
This cleaned up cube mapping examples quite a bit ;)
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- 22 11月, 2010 4 次提交
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由 alteredq 提交于
Changed title tags in cube mapping demos (so that it's easier to tell them apart in bookmarks / history).
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由 Mr.doob 提交于
Made up MeshCubeMaterial (missing from alteredq branch)
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由 Mr.doob 提交于
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由 alteredq 提交于
Added MeshCubeMaterial: WebGLRenderer specific material for more efficient rendering of panoramas when doing cube mapping. Also moved loadImageArray utility function from examples into TextureCube.js To be used like this: var urls = [ "px.jpg", "nx.jpg", "py.jpg", "ny.jpg", "pz.jpg", "nz.jpg" ]; var images = THREE.loadImageArray( urls ); var textureCube = new THREE.TextureCube( images ); // create scene var objectMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff, env_map: textureCube } ) createScene( objectMaterial ); // create panorama var size = 100000; var panoMaterial = new THREE.MeshCubeMaterial( { env_map: textureCube } ); var mesh = new THREE.Mesh( new Cube( size, size, size, 1, 1, null, true ), panoMaterial ); sceneCube.addObject( mesh ); Warning: this functionality is currently changing a lot, expect things to get broken before stabilization.
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- 20 11月, 2010 4 次提交
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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
Added refractive mapping and mixing combination mode for the environment map and the underlying material. This commit has handful of things going on: - had to sacrifice one light to please ANGLE, making it again up to 4 instead of up to 5 total lights :( - Basic / Lambert / Phong materials now have new parameters: "combine": THREE.Mix | THREE.Multiply [default] - tells how to combine environment map with the original material: - "Multiply" creates chrome-like metallic look (it's what was already there), color of the underlying material is multiplied with the environment map, this creates different colored metals - "Mix" creates shiny plastic look color of the underlying material is lerped with the environment map, amount of the contribution from the environment map is controlled by another new parameter "reflectivity" "reflectivity": <float> [from <0.0, 1.0>] - controls mixing of underlying material and environment map for "Mix" combine mode 0: pure underlying material, zero contribution from environment map (Basic/Lambert/Phong) 1: pure environment map, zero contribution from underlying material (uncolored chrome look) "refraction_ratio": <float> - controls refractive mapping, ratio of the index of refraction in the medium containing the incident ray to that of the medium being entered - sensible values seem to be from ~0.6 - 1.0 (in theory, e.g. air/glass should be 0.75, but this looks weird, values between 0.9 - 1.0 give the most interesting results, though maybe there is bug somewhere in my code) - for use refraction mapping, just add parameter to TextureCube like this (default is reflection mapping) "new THREE.TextureCube( images, THREE.RefractionMap )"
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- 19 11月, 2010 5 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Cleaned up the escher cubemap code a bit. Also, I think it looks much nicer without illumination... ? At first I though the cube around the sphere was x-inverted (unless the in tention is to simulate refraction...) I've tried changing that but the effect is still weird. I guess those textures work mainly for the sphere and not for the panorama. I reused the code and did another example using the skymap. More to come ;) I can see some lines at the edges of the planes though. I guess that's antialiasing kicking in. Should be fixed with a proper cube mesh I guess. CanvasRenderer has a property called `autoClear` which is true by default. By making it false you have control of when the renderer cleans the screen (by calling renderer.clear()). I wonder if something like that can be added to the WebGLRenderer? That way we can render the cube outside the spheres from a diferent camera (centered in the middle of the screen) than the spheres floating. Also, added `shading` parameter to `MeshBasicMaterial` (environment mapping was being rendered faceted when using `MeshBasicMaterial` because `shading` was missing (and thus Faceted)).
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由 alteredq 提交于
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由 alteredq 提交于
Also refactored a bit texture cube code, to make it easier to reuse.
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由 alteredq 提交于
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- 18 11月, 2010 1 次提交
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由 alteredq 提交于
TODO: - maybe image array loader should go into TextureCube.js so that people could just reuse the code - it may be worth to be able to specify different combination of environment map and underlying material (in single render pass), currently color/color map/environment map are multiplied, though addition also produces very interesting looking materials
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