- 31 5月, 2011 2 次提交
- 29 5月, 2011 1 次提交
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由 Nik Van den Wijngaert 提交于
Added support for custom attribute buffers to be correctly split across large meshes (>65K vertices)
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- 25 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 24 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 19 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 18 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 10 5月, 2011 2 次提交
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由 Mr.doob 提交于
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由 Mikael Emtinger 提交于
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- 07 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 03 5月, 2011 1 次提交
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由 alteredq 提交于
It can get pretty costly when trying to initialize tons of materials.
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- 29 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 25 4月, 2011 1 次提交
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由 alteredq 提交于
I think.
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- 22 4月, 2011 1 次提交
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由 Mr.doob 提交于
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- 19 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Fixed bug related to morphColors in JSONLoader. Changed reading of custom attributes from geometry group to material to let material instead of geometry rule of the source of data.
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- 18 4月, 2011 2 次提交
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
Fixed some bugs around setting uniforms and morph targets. Added a small feature to custom attributes to allow re-use.
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- 14 4月, 2011 1 次提交
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由 alteredq 提交于
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- 13 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Added .castShadow to DirectionalLight and check this in the renderStencilShadow function in WebGLRenderer. castShadow is set to false by default. Updated examples.
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- 12 4月, 2011 1 次提交
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由 Mr.doob 提交于
Added `data` object ( vertices, faces ) to Canvas/SVG/WebGLRenderer to get some render counts from the last render call.
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- 11 4月, 2011 4 次提交
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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
Some white space clean up.
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由 alteredq 提交于
Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map shader. Added WebGL Earth FlyCamera demo. Changed normal map shader to multiply specular component with diffuse weighting as specular highlights were appearing in the dark parts. Changed camera look speed in minecraft and terrain demos, they were too fast - I guess as everything got faster with antialiasing off. Reenabled antialiasing in few demos where it was too ugly without (basically anything with lines and without postprocessing). Fixed again spurious invisible characters in empaempa's code (which are breaking everything and are hard to hunt as they look like spaces).
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- 09 4月, 2011 4 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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由 Mr.doob 提交于
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由 alteredq 提交于
It should be safe just to set material color object references, no more updating of color string in every frame for every material color.
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由 alteredq 提交于
Problem were attributes which were enabled for sprites and lens flares, but then not used. I just delayed enabling till they are not rendered for the first time. There is probably some cleaner way how to do this.
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- 08 4月, 2011 5 次提交
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由 Mikael Emtinger 提交于
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由 Mr.doob 提交于
Stencil and Sprite examples now using RequestAnimationFrame.
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
Removed pink square method from lens flares in opengl (no partial screen occlusion)
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- 07 4月, 2011 2 次提交
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
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- 06 4月, 2011 4 次提交
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
Rewrote lens flares to not use readPixels. There are different solutions based on availablity of vertex textures. If available, occlusion calculation is more exact and handles partial occlusion on screen edges. If not available, occlusion calculation is less exact (because it's made on each fragment so it has to be fast) and partial occlusion by screen edge is not possible (same reason). It's not possible for the lens flare to update on visibility any more, only its screen position. Potentially, we could add offset+factor for opacity/scale/rotation that is dependent on visibility in shader. Or just custom shaders. Anyway, it's way faster than readPixels :)
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由 alteredq 提交于
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- 05 4月, 2011 1 次提交
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由 alteredq 提交于
There is a new class Edge which stores vertices and faces for edge (I wasn't sure if indices or references would be better, so at least for the moment it contains both). Geometry now contains a list of such edges, created in JSONLoader, based on edge data exported from Blender. From Blender we get a list of vertex index pairs, from which in Geometry.computeEdgeFaces() we compute faces which share this particular edge and store them in the Edge object. Not sure if edges work properly till we don't have something using them. For now I just checked cube data exported from Blender and it seems fine. Also did some whitespace cleanup here and there.
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