1. 01 12月, 2010 5 次提交
  2. 30 11月, 2010 2 次提交
    • M
      Merging with alteredq's branch. · 67250c69
      Mr.doob 提交于
      67250c69
    • A
      Added MeshShaderMaterial (and Fresnel shader as its first example). · 45b3ceb7
      alteredq 提交于
      MeshShaderMaterial is still work in progress, expect changes.
      
      Nice side effect of WebGLRenderer refactoring: optimized one significant bottleneck (with noticeable effect on framerate in some demos), typed arrays corresponding to matrix uniforms are now set (instead of being created anew in each frame).
      
      Also created fully full build, with all extras included. This helps with deployment, especially when multiple versions of Three have to coexist in the same folder structure (got burned on this few times already).
      45b3ceb7
  3. 28 11月, 2010 1 次提交
    • M
      Code clean up. · 34f802e3
      Mr.doob 提交于
      Removed old Blender exporters.
      Slim exporter is now Normal exporter (needs some testing).
      34f802e3
  4. 27 11月, 2010 1 次提交
  5. 26 11月, 2010 3 次提交
  6. 25 11月, 2010 1 次提交
    • A
      Added cars demo. · 696c7015
      alteredq 提交于
      Not sure about adding car models, they are quite big (even binary ones). To be removed if it makes troubles with git / GitHub.
      696c7015
  7. 24 11月, 2010 4 次提交
    • M
      Updated build. · 137f85f7
      Mr.doob 提交于
      137f85f7
    • A
      More sane object removal from WebGLRenderer. · aaf56993
      alteredq 提交于
      Not anymore automatic, but also much less wasteful.
      
      Has to be called in tandem with scene object removal:
      
          scene.removeObject( object );
          webglRenderer.removeObject( scene, object );
      aaf56993
    • A
    • A
      In WebGLRenderer transparent materials are now handled in the same pass as... · 8f38ddca
      alteredq 提交于
      In WebGLRenderer transparent materials are now handled in the same pass as blended materials (resulting in better fake transparency ;)
      
      The order of render passes is now following:
      
      1. opaque materials with normal blending
      
      2. opaque materials with additive blending
      3. opaque materials with subtractive blending
      
      4. transparent materials with additive blending
      5. transparent materials with subtractive blending
      6. transparent materials with normal blending
      
      With growing number of passes it's possible it may be worth to do some pre-sorting, though it would have to be tested.
      
      Current way is fairly cheap as if there are no corresponding materials in the pass, for loops just blast through (potentially many very cheap operations).
      
      Pre-sorting would mean creating arrays on the fly in each frame (one expensive operation with effect on garbage collection, which especially Firefox is currently very bad at).
      8f38ddca
  8. 23 11月, 2010 3 次提交
  9. 22 11月, 2010 7 次提交
  10. 21 11月, 2010 2 次提交
  11. 20 11月, 2010 4 次提交
    • A
      And refraction /reflection cube mapping is fixed. Also added two new examples for refraction. · 946cc6a2
      alteredq 提交于
      Fix is a bit dirty, but at least it's short ;)
      946cc6a2
    • M
      Merging with alteredq's branch. · 6cb36110
      Mr.doob 提交于
      6cb36110
    • M
      Merging alteredq's branch · 4901440e
      Mr.doob 提交于
      4901440e
    • A
      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
  12. 19 11月, 2010 2 次提交
    • M
      Fixed skybox effect on cubemap demos · 2be2673d
      Mr.doob 提交于
      CanvasRenderer code clean up
      2be2673d
    • M
      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
  13. 18 11月, 2010 3 次提交
    • A
      Fixed vertex shader to work in Mac. · 0610f573
      alteredq 提交于
      0610f573
    • 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
    • A
      Added checks for nonexisting face materials if MeshFaceMaterial is used. · 5535f711
      alteredq 提交于
      Cloned materials.html -> materials_gl.html to have easier test for WebGLRenderer.
      
      TODO:
      
      Investigate why this test is so slow. It shouldn't be, materials_shaders.html is more complex and yet it is much faster (36 vs 60 fps).
      
      MeshFaceMaterial with every face different is pretty bad use case for WebGLRenderer, but this still doesn't fully explain slowdown :(.
      5535f711
  14. 17 11月, 2010 2 次提交