1. 13 9月, 2011 1 次提交
  2. 06 9月, 2011 1 次提交
  3. 03 7月, 2011 1 次提交
  4. 14 6月, 2011 1 次提交
  5. 09 4月, 2011 1 次提交
  6. 28 2月, 2011 1 次提交
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      Refactored everything to use CamelCase naming for properties. Plus some... · cf2e8c1b
      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?
      cf2e8c1b
  7. 24 2月, 2011 1 次提交
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      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
  8. 23 2月, 2011 1 次提交
    • M
      Changed build setup: · fef3c084
      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.
      fef3c084
  9. 22 2月, 2011 1 次提交
  10. 20 2月, 2011 1 次提交
  11. 14 2月, 2011 1 次提交
  12. 13 2月, 2011 1 次提交
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      Added centralized message for non-WebGL-compatible browser to majority of examples. · 29cf97ee
      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).
      29cf97ee
  13. 31 12月, 2010 1 次提交
  14. 26 12月, 2010 1 次提交
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      Added clear color parameter to WebGLRenderer constructor, also added setClearColor API call. · 255c042b
      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 );
      255c042b
  15. 18 12月, 2010 1 次提交
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      Retired MeshCubeMaterial: replaced it with MeshShaderMaterial "cube" defined in ShaderUtils. · 5e74c741
      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 ;)
      5e74c741
  16. 05 12月, 2010 1 次提交
  17. 23 11月, 2010 1 次提交
  18. 22 11月, 2010 4 次提交
    • A
      Changed title tags in cube mapping demos (so that it's easier to tell them... · 75576984
      alteredq 提交于
      Changed title tags in cube mapping demos (so that it's easier to tell them apart in bookmarks / history).
      75576984
    • M
      THREE.loadImageArray ⟶ ImageUtils.loadArray · 3ce86f1a
      Mr.doob 提交于
      Made up MeshCubeMaterial (missing from alteredq branch)
      3ce86f1a
    • M
      Merging with alteredq's branch. · 45553e88
      Mr.doob 提交于
      45553e88
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      Added MeshCubeMaterial: WebGLRenderer specific material for more efficient... · 0cdd188e
      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.
      0cdd188e
  19. 20 11月, 2010 4 次提交
    • M
      Merging with alteredq's branch. · 6cb36110
      Mr.doob 提交于
      6cb36110
    • M
      Merging with alteredq's branch · ab46cc14
      Mr.doob 提交于
      ab46cc14
    • M
      Merging alteredq's branch · 4901440e
      Mr.doob 提交于
      4901440e
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      Added refractive mapping and mixing combination mode for the environment map... · fbd12838
      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 )"
      fbd12838
  20. 19 11月, 2010 5 次提交
    • M
      Cubemap examples: Ambient lights aren't needed anymore... · eb9c33b2
      Mr.doob 提交于
      eb9c33b2
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      Cleaned up the escher cubemap code a bit. Also, I think it looks much nicer... · d21c2979
      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)).
      d21c2979
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      Committed deployment version by mistake. · 9543cf2e
      alteredq 提交于
      9543cf2e
    • A
      Added second cube mapping example. · 1c6be1c7
      alteredq 提交于
      Also refactored a bit texture cube code, to make it easier to reuse.
      1c6be1c7
    • A
      d1931198
  21. 18 11月, 2010 1 次提交
    • A
      Added cube mapping to WebGLRenderer. Also added cube map example. Finally ;) · 3ee99dc4
      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
      3ee99dc4