- 01 12月, 2010 5 次提交
- 30 11月, 2010 2 次提交
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由 Mr.doob 提交于
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由 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).
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- 28 11月, 2010 1 次提交
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由 Mr.doob 提交于
Removed old Blender exporters. Slim exporter is now Normal exporter (needs some testing).
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- 27 11月, 2010 1 次提交
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由 Mr.doob 提交于
CanvasRenderer/SVGRenderer: RenderableFace4 is now gone. Unfortunately it created more problems than it solved. CanvasRenderer now with ShadingSmooth, or something along the lines...
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- 26 11月, 2010 3 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
There shouldn't be any change in functionality, just moved code around and clarified comments.
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由 alteredq 提交于
2d texture encapsulates bitmap, wrapping and minifying/magnification parameters. Which reminds me, maybe also minifying/magnification options should be parameters in Texture object. Though as defaults are "best" (LINEAR / LINEAR_MIPMAP_LINEAR = trilinear filtering), this would make sense just for special use cases like when trying to achieve "retro" look (like in Minecraft, http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/ ;).
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- 25 11月, 2010 1 次提交
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由 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.
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- 24 11月, 2010 4 次提交
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由 Mr.doob 提交于
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由 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 );
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由 alteredq 提交于
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由 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).
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- 23 11月, 2010 3 次提交
- 22 11月, 2010 7 次提交
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由 alteredq 提交于
Wrapping options follow WebGL specs: ClampToEdge [default], Repeat, MirroredRepeat.
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由 Mr.doob 提交于
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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 Mr.doob 提交于
Removed a loop at line projection time.
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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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由 Mr.doob 提交于
I can't see any other WebGL example being affected by this change (for bad).
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- 21 11月, 2010 2 次提交
- 20 11月, 2010 4 次提交
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由 alteredq 提交于
Fix is a bit dirty, but at least it's short ;)
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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 2 次提交
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由 Mr.doob 提交于
CanvasRenderer code clean up
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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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- 18 11月, 2010 3 次提交
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由 alteredq 提交于
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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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由 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 :(.
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- 17 11月, 2010 2 次提交