- 09 12月, 2011 2 次提交
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由 alteredq 提交于
Command line Windows executable from OpenCTM install.
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由 alteredq 提交于
CTM pipeline produces very small and efficient models, just it's quite involved. Models with multiple materials need to be split into separate files. For this there "split_obj.py" helper script. Also, as CTM format uses indexed shared vertices, with more complex UV unwrapping mesh may need to get preprocessed to create extra vertices for faces which have different UVs for the same vertices (MeshLab can do this).
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- 08 12月, 2011 1 次提交
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由 alteredq 提交于
This is needed to avoid endless loop when generating offsets (when some triangles have vertices spread across offset boundaries).
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- 07 12月, 2011 1 次提交
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由 alteredq 提交于
Work in progress. For the moment works just with CTMLoader. Still not sure where some pieces of code would go. Upsides: - initialization time cut down significantly (1.8 seconds => 0.7 seconds for CTM example) - much smaller GL buffers thanks to fully used indexing (Walt has 6x less vertices) - consequently much smaller memory footprint all around, both for main and GPU memories, which means less swapping and better vertex caching Downsides: - can't have anymore sharp per-face effects like flat shading (at least if mesh is not constructed in a way where each face has own vertices) - can't have multiple materials per mesh - no more easy manipulation of anything (for the moment actually no runtime manipulation at all, typed arrays are just thrown away, dynamic geometries code path not yet implemented)
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- 06 12月, 2011 3 次提交
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由 alteredq 提交于
To be used with care, for the moment there is no mechanism to prevent shooting yourself in the foot with spawning too many workers.
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由 alteredq 提交于
OpenCTM mesh format looks quite promising, smaller than UTF8 and more robust, just geometry creation time is slower (decompression is done in JavaScript as opposed to piggybacking on built-in http gzip).
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由 alteredq 提交于
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- 05 12月, 2011 1 次提交
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由 alteredq 提交于
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- 03 12月, 2011 1 次提交
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由 alteredq 提交于
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- 02 12月, 2011 2 次提交
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由 alteredq 提交于
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由 Mr.doob 提交于
As per Giles recommendation here http://learningwebgl.com/blog/?p=4379
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- 01 12月, 2011 1 次提交
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由 alteredq 提交于
Also added nicer flare texture.
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- 30 11月, 2011 4 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 Dean Jackson 提交于
UV mapping of extruded geometry was miscalculated. - ExtrudeGeometry was documented to take a Three.Material for the "material" and "extrudeMaterial" parameters, but the examples and usage in TextGeometry showed that these were in fact indices into the materials array. This meant that the tests such as "if (material)" would evaluate to false if the index passed in was 0 (a very typical index to choose :). Simply have the tests check against undefined and update the documentation. - Also, the code that converted a shape into a set of triangles was miscalculating the UV offsets. It was correctly dividing the UV by the bounding box of the old shape, but was forgetting to offset the value from the minimum (which potentially led to negative UVs).
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- 29 11月, 2011 3 次提交
- 25 11月, 2011 13 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 Mr.doob 提交于
Implemented again @ekitson's improvement to GeometyUrils.center. Increased light intensity in loader_json_blender 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
Turns out it may be useful after all, seems some GPUs may have troubles dealing with texture coordinates outside of <0,1> (need to be tested if normalization helps there).
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由 Erik Kitson 提交于
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由 Erik Kitson 提交于
Added option to ColladaLoader to recenter all Geometry so that they are centered around the local origin of their containing Mesh.
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由 alteredq 提交于
As per discussion here: https://github.com/alteredq/three.js/commit/457be13975345dcd53f5a07f38ac09b5bada5f0b
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 24 11月, 2011 5 次提交
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由 Paolo Moretti 提交于
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由 Paolo Moretti 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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- 23 11月, 2011 2 次提交
- 22 11月, 2011 1 次提交
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由 alteredq 提交于
This is optional, for now by default it's off, like it was before. It's up to application to update geometry bounding sphere if vertex positions change (like for meshes).
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