Merge branch 'master' into dev

This commit is contained in:
Mr.doob
2011-08-17 17:34:37 +02:00
2 changed files with 13 additions and 20 deletions
+4 -3
View File
@@ -3,7 +3,7 @@
* based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
*/
THREE.TorusGeometry = function ( radius, tube, segmentsR, segmentsT ) {
THREE.TorusGeometry = function ( radius, tube, segmentsR, segmentsT, arc ) {
THREE.Geometry.call( this );
@@ -13,14 +13,15 @@ THREE.TorusGeometry = function ( radius, tube, segmentsR, segmentsT ) {
this.tube = tube || 40;
this.segmentsR = segmentsR || 8;
this.segmentsT = segmentsT || 6;
this.arc = arc || (2 * Math.PI);
var temp_uv = [];
for ( var j = 0; j <= this.segmentsR; ++j ) {
for ( var i = 0; i <= this.segmentsT; ++i ) {
var u = i / this.segmentsT * 2 * Math.PI;
var u = i / this.segmentsT * this.arc;
var v = j / this.segmentsR * 2 * Math.PI;
var x = (this.radius + this.tube*Math.cos(v))*Math.cos(u);
var y = (this.radius + this.tube*Math.cos(v))*Math.sin(u);
+9 -17
View File
@@ -7,18 +7,9 @@
THREE.WebGLRenderer = function ( parameters ) {
// Currently you can use just up to 4 directional / point lights total.
// Chrome barfs on shader linking when there are more than 4 lights :(
// The problem comes from shader using too many varying vectors.
// This is not GPU limitation as the same shader works ok in Firefox
// and Chrome with "--use-gl=desktop" flag.
// Difference comes from Chrome on Windows using by default ANGLE,
// thus going DirectX9 route (while FF uses OpenGL).
// See http://code.google.com/p/chromium/issues/detail?id=63491
// By default you can use just up to 4 directional / point lights total.
// ANGLE implementation (Chrome/Firefox on Windows) is bound to
// 10 varying vectors due to DirectX9 limitation.
var _this = this,
_gl, _programs = [],
@@ -79,6 +70,7 @@ THREE.WebGLRenderer = function ( parameters ) {
_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
_clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
_clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
_maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
this.data = {
@@ -2480,7 +2472,7 @@ THREE.WebGLRenderer = function ( parameters ) {
// heuristics to create shader parameters according to lights in the scene
// (not to blow over maxLights budget)
maxLightCount = allocateLights( lights, 4 );
maxLightCount = allocateLights( lights );
maxShadows = allocateShadows( lights );
@@ -5345,7 +5337,7 @@ THREE.WebGLRenderer = function ( parameters ) {
};
function allocateLights( lights, maxLights ) {
function allocateLights( lights ) {
var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
dirLights = pointLights = maxDirLights = maxPointLights = 0;
@@ -5360,15 +5352,15 @@ THREE.WebGLRenderer = function ( parameters ) {
}
if ( ( pointLights + dirLights ) <= maxLights ) {
if ( ( pointLights + dirLights ) <= _maxLights ) {
maxDirLights = dirLights;
maxPointLights = pointLights;
} else {
maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
maxPointLights = maxLights - maxDirLights;
maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
maxPointLights = _maxLights - maxDirLights;
}